/**********************************************************************************************
 *
 *   raylib v5.6-dev - A simple and easy-to-use library to enjoy videogames programming (www.raylib.com)
 *
 *   FEATURES:
 *       - NO external dependencies, all required libraries included with raylib
 *       - Multiplatform: Windows, Linux, FreeBSD, OpenBSD, NetBSD, DragonFly,
 *                        MacOS, Haiku, Android, Raspberry Pi, DRM native, HTML5
 *       - Written in plain C code (C99) in PascalCase/camelCase notation
 *       - Hardware accelerated with OpenGL (1.1, 2.1, 3.3, 4.3, ES2, ES3 - choose at compile)
 *       - Unique OpenGL abstraction layer (usable as standalone module): [rlgl]
 *       - Multiple Fonts formats supported (TTF, OTF, FNT, BDF, Sprite fonts)
 *       - Outstanding texture formats support, including compressed formats (DXT, ETC, ASTC)
 *       - Full 3d support for 3d Shapes, Models, Billboards, Heightmaps and more!
 *       - Flexible Materials system, supporting classic maps and PBR maps
 *       - Animated 3D models supported (skeletal bones animation) (IQM, M3D, GLTF)
 *       - Shaders support, including Model shaders and Postprocessing shaders
 *       - Powerful math module for Vector, Matrix and Quaternion operations: [raymath]
 *       - Audio loading and playing with streaming support (WAV, OGG, MP3, FLAC, QOA, XM, MOD)
 *       - VR stereo rendering with configurable HMD device parameters
 *       - Bindings to multiple programming languages available!
 *
 *   NOTES:
 *       - One default Font is loaded on InitWindow()->LoadFontDefault() [core, text]
 *       - One default Texture2D is loaded on rlglInit(), 1x1 white pixel R8G8B8A8 [rlgl] (OpenGL 3.3 or ES2)
 *       - One default Shader is loaded on rlglInit()->rlLoadShaderDefault() [rlgl] (OpenGL 3.3 or ES2)
 *       - One default RenderBatch is loaded on rlglInit()->rlLoadRenderBatch() [rlgl] (OpenGL 3.3 or ES2)
 *
 *   DEPENDENCIES (included):
 *       [rcore][GLFW] rglfw (Camilla Löwy - github.com/glfw/glfw) for window/context management and input
 *       [rcore][RGFW] rgfw (ColleagueRiley - github.com/ColleagueRiley/RGFW) for window/context management and input
 *       [rlgl] glad/glad_gles2 (David Herberth - github.com/Dav1dde/glad) for OpenGL 3.3 extensions loading
 *       [raudio] miniaudio (David Reid - github.com/mackron/miniaudio) for audio device/context management
 *
 *   OPTIONAL DEPENDENCIES (included):
 *       [rcore] msf_gif (Miles Fogle) for GIF recording
 *       [rcore] sinfl (Micha Mettke) for DEFLATE decompression algorithm
 *       [rcore] sdefl (Micha Mettke) for DEFLATE compression algorithm
 *       [rcore] rprand (Ramon Santamaria) for pseudo-random numbers generation
 *       [rtextures] qoi (Dominic Szablewski - https://phoboslab.org) for QOI image manage
 *       [rtextures] stb_image (Sean Barret) for images loading (BMP, TGA, PNG, JPEG, HDR...)
 *       [rtextures] stb_image_write (Sean Barret) for image writing (BMP, TGA, PNG, JPG)
 *       [rtextures] stb_image_resize2 (Sean Barret) for image resizing algorithms
 *       [rtextures] stb_perlin (Sean Barret) for Perlin Noise image generation
 *       [rtext] stb_truetype (Sean Barret) for ttf fonts loading
 *       [rtext] stb_rect_pack (Sean Barret) for rectangles packing
 *       [rmodels] par_shapes (Philip Rideout) for parametric 3d shapes generation
 *       [rmodels] tinyobj_loader_c (Syoyo Fujita) for models loading (OBJ, MTL)
 *       [rmodels] cgltf (Johannes Kuhlmann) for models loading (glTF)
 *       [rmodels] m3d (bzt) for models loading (M3D, https://bztsrc.gitlab.io/model3d)
 *       [rmodels] vox_loader (Johann Nadalutti) for models loading (VOX)
 *       [raudio] dr_wav (David Reid) for WAV audio file loading
 *       [raudio] dr_flac (David Reid) for FLAC audio file loading
 *       [raudio] dr_mp3 (David Reid) for MP3 audio file loading
 *       [raudio] stb_vorbis (Sean Barret) for OGG audio loading
 *       [raudio] jar_xm (Joshua Reisenauer) for XM audio module loading
 *       [raudio] jar_mod (Joshua Reisenauer) for MOD audio module loading
 *       [raudio] qoa (Dominic Szablewski - https://phoboslab.org) for QOA audio manage
 *
 *
 *   LICENSE: zlib/libpng
 *
 *   raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified,
 *   BSD-like license that allows static linking with closed source software:
 *
 *   Copyright (c) 2013-2025 Ramon Santamaria (@raysan5)
 *
 *   This software is provided "as-is", without any express or implied warranty. In no event
 *   will the authors be held liable for any damages arising from the use of this software.
 *
 *   Permission is granted to anyone to use this software for any purpose, including commercial
 *   applications, and to alter it and redistribute it freely, subject to the following restrictions:
 *
 *     1. The origin of this software must not be misrepresented; you must not claim that you
 *     wrote the original software. If you use this software in a product, an acknowledgment
 *     in the product documentation would be appreciated but is not required.
 *
 *     2. Altered source versions must be plainly marked as such, and must not be misrepresented
 *     as being the original software.
 *
 *     3. This notice may not be removed or altered from any source distribution.
 *
 **********************************************************************************************/

#ifndef RAYLIB_H
#define RAYLIB_H

#include <stdarg.h> // Required for: va_list - Only used by TraceLogCallback

#define RAYLIB_VERSION_MAJOR 5
#define RAYLIB_VERSION_MINOR 6
#define RAYLIB_VERSION_PATCH 0
#define RAYLIB_VERSION "5.6-dev"

// Function specifiers in case library is build/used as a shared library
// NOTE: Microsoft specifiers to tell compiler that symbols are imported/exported from a .dll
// NOTE: visibility("default") attribute makes symbols "visible" when compiled with -fvisibility=hidden
#if defined(_WIN32)
#if defined(__TINYC__)
#define __declspec(x) __attribute__((x))
#endif
#if defined(BUILD_LIBTYPE_SHARED)
#define RLAPI __declspec(dllexport) // We are building the library as a Win32 shared library (.dll)
#elif defined(USE_LIBTYPE_SHARED)
#define RLAPI __declspec(dllimport) // We are using the library as a Win32 shared library (.dll)
#endif
#else
#if defined(BUILD_LIBTYPE_SHARED)
#define RLAPI __attribute__((visibility("default"))) // We are building as a Unix shared library (.so/.dylib)
#endif
#endif

#ifndef RLAPI
#define RLAPI // Functions defined as 'extern' by default (implicit specifiers)
#endif

//----------------------------------------------------------------------------------
// Some basic Defines
//----------------------------------------------------------------------------------
#ifndef PI
#define PI 3.14159265358979323846f
#endif
#ifndef DEG2RAD
#define DEG2RAD (PI / 180.0f)
#endif
#ifndef RAD2DEG
#define RAD2DEG (180.0f / PI)
#endif

// Allow custom memory allocators
// NOTE: Require recompiling raylib sources
#ifndef RL_MALLOC
#define RL_MALLOC(sz) malloc(sz)
#endif
#ifndef RL_CALLOC
#define RL_CALLOC(n, sz) calloc(n, sz)
#endif
#ifndef RL_REALLOC
#define RL_REALLOC(ptr, sz) realloc(ptr, sz)
#endif
#ifndef RL_FREE
#define RL_FREE(ptr) free(ptr)
#endif

// NOTE: MSVC C++ compiler does not support compound literals (C99 feature)
// Plain structures in C++ (without constructors) can be initialized with { }
// This is called aggregate initialization (C++11 feature)
#if defined(__cplusplus)
#define CLITERAL(type) type
#else
#define CLITERAL(type) (type)
#endif

// Some compilers (mostly macos clang) default to C++98,
// where aggregate initialization can't be used
// So, give a more clear error stating how to fix this
#if !defined(_MSC_VER) && (defined(__cplusplus) && __cplusplus < 201103L)
#error "C++11 or later is required. Add -std=c++11"
#endif

// NOTE: We set some defines with some data types declared by raylib
// Other modules (raymath, rlgl) also require some of those types, so,
// to be able to use those other modules as standalone (not depending on raylib)
// this defines are very useful for internal check and avoid type (re)definitions
#define RL_COLOR_TYPE
#define RL_RECTANGLE_TYPE
#define RL_VECTOR2_TYPE
#define RL_VECTOR3_TYPE
#define RL_VECTOR4_TYPE
#define RL_QUATERNION_TYPE
#define RL_MATRIX_TYPE

// Some Basic Colors
// NOTE: Custom raylib color palette for amazing visuals on WHITE background
#define LIGHTGRAY CLITERAL(Color){200, 200, 200, 255} // Light Gray
#define GRAY CLITERAL(Color){130, 130, 130, 255}      // Gray
#define DARKGRAY CLITERAL(Color){80, 80, 80, 255}     // Dark Gray
#define YELLOW CLITERAL(Color){253, 249, 0, 255}      // Yellow
#define GOLD CLITERAL(Color){255, 203, 0, 255}        // Gold
#define ORANGE CLITERAL(Color){255, 161, 0, 255}      // Orange
#define PINK CLITERAL(Color){255, 109, 194, 255}      // Pink
#define RED CLITERAL(Color){230, 41, 55, 255}         // Red
#define MAROON CLITERAL(Color){190, 33, 55, 255}      // Maroon
#define GREEN CLITERAL(Color){0, 228, 48, 255}        // Green
#define LIME CLITERAL(Color){0, 158, 47, 255}         // Lime
#define DARKGREEN CLITERAL(Color){0, 117, 44, 255}    // Dark Green
#define SKYBLUE CLITERAL(Color){102, 191, 255, 255}   // Sky Blue
#define BLUE CLITERAL(Color){0, 121, 241, 255}        // Blue
#define DARKBLUE CLITERAL(Color){0, 82, 172, 255}     // Dark Blue
#define PURPLE CLITERAL(Color){200, 122, 255, 255}    // Purple
#define VIOLET CLITERAL(Color){135, 60, 190, 255}     // Violet
#define DARKPURPLE CLITERAL(Color){112, 31, 126, 255} // Dark Purple
#define BEIGE CLITERAL(Color){211, 176, 131, 255}     // Beige
#define BROWN CLITERAL(Color){127, 106, 79, 255}      // Brown
#define DARKBROWN CLITERAL(Color){76, 63, 47, 255}    // Dark Brown

#define WHITE CLITERAL(Color){255, 255, 255, 255}    // White
#define BLACK CLITERAL(Color){0, 0, 0, 255}          // Black
#define BLANK CLITERAL(Color){0, 0, 0, 0}            // Blank (Transparent)
#define MAGENTA CLITERAL(Color){255, 0, 255, 255}    // Magenta
#define RAYWHITE CLITERAL(Color){245, 245, 245, 255} // My own White (raylib logo)

//----------------------------------------------------------------------------------
// Structures Definition
//----------------------------------------------------------------------------------
// Boolean type
#if (defined(__STDC__) && __STDC_VERSION__ >= 199901L) || (defined(_MSC_VER) && _MSC_VER >= 1800)
#include <stdbool.h>
#elif !defined(__cplusplus) && !defined(bool)
typedef enum bool
{
    false = 0,
    true = !false
} bool;
#define RL_BOOL_TYPE
#endif

// Vector2, 2 components
typedef struct Vector2
{
    float x; // Vector x component
    float y; // Vector y component
} Vector2;

// Vector3, 3 components
typedef struct Vector3
{
    float x; // Vector x component
    float y; // Vector y component
    float z; // Vector z component
} Vector3;

// Vector4, 4 components
typedef struct Vector4
{
    float x; // Vector x component
    float y; // Vector y component
    float z; // Vector z component
    float w; // Vector w component
} Vector4;

// Quaternion, 4 components (Vector4 alias)
typedef Vector4 Quaternion;

// Matrix, 4x4 components, column major, OpenGL style, right-handed
typedef struct Matrix
{
    float m0, m4, m8, m12;  // Matrix first row (4 components)
    float m1, m5, m9, m13;  // Matrix second row (4 components)
    float m2, m6, m10, m14; // Matrix third row (4 components)
    float m3, m7, m11, m15; // Matrix fourth row (4 components)
} Matrix;

// Color, 4 components, R8G8B8A8 (32bit)
typedef struct Color
{
    unsigned char r; // Color red value
    unsigned char g; // Color green value
    unsigned char b; // Color blue value
    unsigned char a; // Color alpha value
} Color;

// Rectangle, 4 components
typedef struct Rectangle
{
    float x;      // Rectangle top-left corner position x
    float y;      // Rectangle top-left corner position y
    float width;  // Rectangle width
    float height; // Rectangle height
} Rectangle;

// Image, pixel data stored in CPU memory (RAM)
typedef struct Image
{
    void *data;  // Image raw data
    int width;   // Image base width
    int height;  // Image base height
    int mipmaps; // Mipmap levels, 1 by default
    int format;  // Data format (PixelFormat type)
} Image;

// Texture, tex data stored in GPU memory (VRAM)
typedef struct Texture
{
    unsigned int id; // OpenGL texture id
    int width;       // Texture base width
    int height;      // Texture base height
    int mipmaps;     // Mipmap levels, 1 by default
    int format;      // Data format (PixelFormat type)
} Texture;

// Texture2D, same as Texture
typedef Texture Texture2D;

// TextureCubemap, same as Texture
typedef Texture TextureCubemap;

// RenderTexture, fbo for texture rendering
typedef struct RenderTexture
{
    unsigned int id; // OpenGL framebuffer object id
    Texture texture; // Color buffer attachment texture
    Texture depth;   // Depth buffer attachment texture
} RenderTexture;

// RenderTexture2D, same as RenderTexture
typedef RenderTexture RenderTexture2D;

// NPatchInfo, n-patch layout info
typedef struct NPatchInfo
{
    Rectangle source; // Texture source rectangle
    int left;         // Left border offset
    int top;          // Top border offset
    int right;        // Right border offset
    int bottom;       // Bottom border offset
    int layout;       // Layout of the n-patch: 3x3, 1x3 or 3x1
} NPatchInfo;

// GlyphInfo, font characters glyphs info
typedef struct GlyphInfo
{
    int value;    // Character value (Unicode)
    int offsetX;  // Character offset X when drawing
    int offsetY;  // Character offset Y when drawing
    int advanceX; // Character advance position X
    Image image;  // Character image data
} GlyphInfo;

// Font, font texture and GlyphInfo array data
typedef struct Font
{
    int baseSize;      // Base size (default chars height)
    int glyphCount;    // Number of glyph characters
    int glyphPadding;  // Padding around the glyph characters
    Texture2D texture; // Texture atlas containing the glyphs
    Rectangle *recs;   // Rectangles in texture for the glyphs
    GlyphInfo *glyphs; // Glyphs info data
} Font;

// Camera, defines position/orientation in 3d space
typedef struct Camera3D
{
    Vector3 position; // Camera position
    Vector3 target;   // Camera target it looks-at
    Vector3 up;       // Camera up vector (rotation over its axis)
    float fovy;       // Camera field-of-view aperture in Y (degrees) in perspective, used as near plane height in world units in orthographic
    int projection;   // Camera projection: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC
} Camera3D;

typedef Camera3D Camera; // Camera type fallback, defaults to Camera3D

// Camera2D, defines position/orientation in 2d space
typedef struct Camera2D
{
    Vector2 offset; // Camera offset (displacement from target)
    Vector2 target; // Camera target (rotation and zoom origin)
    float rotation; // Camera rotation in degrees
    float zoom;     // Camera zoom (scaling), should be 1.0f by default
} Camera2D;

// Mesh, vertex data and vao/vbo
typedef struct Mesh
{
    int vertexCount;   // Number of vertices stored in arrays
    int triangleCount; // Number of triangles stored (indexed or not)

    // Vertex attributes data
    float *vertices;         // Vertex position (XYZ - 3 components per vertex) (shader-location = 0)
    float *texcoords;        // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
    float *texcoords2;       // Vertex texture second coordinates (UV - 2 components per vertex) (shader-location = 5)
    float *normals;          // Vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
    float *tangents;         // Vertex tangents (XYZW - 4 components per vertex) (shader-location = 4)
    unsigned char *colors;   // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
    unsigned short *indices; // Vertex indices (in case vertex data comes indexed)

    // Animation vertex data
    float *animVertices;    // Animated vertex positions (after bones transformations)
    float *animNormals;     // Animated normals (after bones transformations)
    unsigned char *boneIds; // Vertex bone ids, max 255 bone ids, up to 4 bones influence by vertex (skinning) (shader-location = 6)
    float *boneWeights;     // Vertex bone weight, up to 4 bones influence by vertex (skinning) (shader-location = 7)
    Matrix *boneMatrices;   // Bones animated transformation matrices
    int boneCount;          // Number of bones

    // OpenGL identifiers
    unsigned int vaoId;  // OpenGL Vertex Array Object id
    unsigned int *vboId; // OpenGL Vertex Buffer Objects id (default vertex data)
} Mesh;

// Shader
typedef struct Shader
{
    unsigned int id; // Shader program id
    int *locs;       // Shader locations array (RL_MAX_SHADER_LOCATIONS)
} Shader;

// MaterialMap
typedef struct MaterialMap
{
    Texture2D texture; // Material map texture
    Color color;       // Material map color
    float value;       // Material map value
} MaterialMap;

// Material, includes shader and maps
typedef struct Material
{
    Shader shader;     // Material shader
    MaterialMap *maps; // Material maps array (MAX_MATERIAL_MAPS)
    float params[4];   // Material generic parameters (if required)
} Material;

// Transform, vertex transformation data
typedef struct Transform
{
    Vector3 translation; // Translation
    Quaternion rotation; // Rotation
    Vector3 scale;       // Scale
} Transform;

// Bone, skeletal animation bone
typedef struct BoneInfo
{
    char name[32]; // Bone name
    int parent;    // Bone parent
} BoneInfo;

// Model, meshes, materials and animation data
typedef struct Model
{
    Matrix transform; // Local transform matrix

    int meshCount;       // Number of meshes
    int materialCount;   // Number of materials
    Mesh *meshes;        // Meshes array
    Material *materials; // Materials array
    int *meshMaterial;   // Mesh material number

    // Animation data
    int boneCount;       // Number of bones
    BoneInfo *bones;     // Bones information (skeleton)
    Transform *bindPose; // Bones base transformation (pose)
} Model;

// ModelAnimation
typedef struct ModelAnimation
{
    int boneCount;          // Number of bones
    int frameCount;         // Number of animation frames
    BoneInfo *bones;        // Bones information (skeleton)
    Transform **framePoses; // Poses array by frame
    char name[32];          // Animation name
} ModelAnimation;

// Ray, ray for raycasting
typedef struct Ray
{
    Vector3 position;  // Ray position (origin)
    Vector3 direction; // Ray direction (normalized)
} Ray;

// RayCollision, ray hit information
typedef struct RayCollision
{
    bool hit;       // Did the ray hit something?
    float distance; // Distance to the nearest hit
    Vector3 point;  // Point of the nearest hit
    Vector3 normal; // Surface normal of hit
} RayCollision;

// BoundingBox
typedef struct BoundingBox
{
    Vector3 min; // Minimum vertex box-corner
    Vector3 max; // Maximum vertex box-corner
} BoundingBox;

// Wave, audio wave data
typedef struct Wave
{
    unsigned int frameCount; // Total number of frames (considering channels)
    unsigned int sampleRate; // Frequency (samples per second)
    unsigned int sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
    unsigned int channels;   // Number of channels (1-mono, 2-stereo, ...)
    void *data;              // Buffer data pointer
} Wave;

// Opaque structs declaration
// NOTE: Actual structs are defined internally in raudio module
typedef struct rAudioBuffer rAudioBuffer;
typedef struct rAudioProcessor rAudioProcessor;

// AudioStream, custom audio stream
typedef struct AudioStream
{
    rAudioBuffer *buffer;       // Pointer to internal data used by the audio system
    rAudioProcessor *processor; // Pointer to internal data processor, useful for audio effects

    unsigned int sampleRate; // Frequency (samples per second)
    unsigned int sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
    unsigned int channels;   // Number of channels (1-mono, 2-stereo, ...)
} AudioStream;

// Sound
typedef struct Sound
{
    AudioStream stream;      // Audio stream
    unsigned int frameCount; // Total number of frames (considering channels)
} Sound;

// Music, audio stream, anything longer than ~10 seconds should be streamed
typedef struct Music
{
    AudioStream stream;      // Audio stream
    unsigned int frameCount; // Total number of frames (considering channels)
    bool looping;            // Music looping enable

    int ctxType;   // Type of music context (audio filetype)
    void *ctxData; // Audio context data, depends on type
} Music;

// VrDeviceInfo, Head-Mounted-Display device parameters
typedef struct VrDeviceInfo
{
    int hResolution;               // Horizontal resolution in pixels
    int vResolution;               // Vertical resolution in pixels
    float hScreenSize;             // Horizontal size in meters
    float vScreenSize;             // Vertical size in meters
    float eyeToScreenDistance;     // Distance between eye and display in meters
    float lensSeparationDistance;  // Lens separation distance in meters
    float interpupillaryDistance;  // IPD (distance between pupils) in meters
    float lensDistortionValues[4]; // Lens distortion constant parameters
    float chromaAbCorrection[4];   // Chromatic aberration correction parameters
} VrDeviceInfo;

// VrStereoConfig, VR stereo rendering configuration for simulator
typedef struct VrStereoConfig
{
    Matrix projection[2];       // VR projection matrices (per eye)
    Matrix viewOffset[2];       // VR view offset matrices (per eye)
    float leftLensCenter[2];    // VR left lens center
    float rightLensCenter[2];   // VR right lens center
    float leftScreenCenter[2];  // VR left screen center
    float rightScreenCenter[2]; // VR right screen center
    float scale[2];             // VR distortion scale
    float scaleIn[2];           // VR distortion scale in
} VrStereoConfig;

// File path list
typedef struct FilePathList
{
    unsigned int capacity; // Filepaths max entries
    unsigned int count;    // Filepaths entries count
    char **paths;          // Filepaths entries
} FilePathList;

// Automation event
typedef struct AutomationEvent
{
    unsigned int frame; // Event frame
    unsigned int type;  // Event type (AutomationEventType)
    int params[4];      // Event parameters (if required)
} AutomationEvent;

// Automation event list
typedef struct AutomationEventList
{
    unsigned int capacity;   // Events max entries (MAX_AUTOMATION_EVENTS)
    unsigned int count;      // Events entries count
    AutomationEvent *events; // Events entries
} AutomationEventList;

//----------------------------------------------------------------------------------
// Enumerators Definition
//----------------------------------------------------------------------------------
// System/Window config flags
// NOTE: Every bit registers one state (use it with bit masks)
// By default all flags are set to 0
typedef enum
{
    FLAG_VSYNC_HINT = 0x00000040,               // Set to try enabling V-Sync on GPU
    FLAG_FULLSCREEN_MODE = 0x00000002,          // Set to run program in fullscreen
    FLAG_WINDOW_RESIZABLE = 0x00000004,         // Set to allow resizable window
    FLAG_WINDOW_UNDECORATED = 0x00000008,       // Set to disable window decoration (frame and buttons)
    FLAG_WINDOW_HIDDEN = 0x00000080,            // Set to hide window
    FLAG_WINDOW_MINIMIZED = 0x00000200,         // Set to minimize window (iconify)
    FLAG_WINDOW_MAXIMIZED = 0x00000400,         // Set to maximize window (expanded to monitor)
    FLAG_WINDOW_UNFOCUSED = 0x00000800,         // Set to window non focused
    FLAG_WINDOW_TOPMOST = 0x00001000,           // Set to window always on top
    FLAG_WINDOW_ALWAYS_RUN = 0x00000100,        // Set to allow windows running while minimized
    FLAG_WINDOW_TRANSPARENT = 0x00000010,       // Set to allow transparent framebuffer
    FLAG_WINDOW_HIGHDPI = 0x00002000,           // Set to support HighDPI
    FLAG_WINDOW_MOUSE_PASSTHROUGH = 0x00004000, // Set to support mouse passthrough, only supported when FLAG_WINDOW_UNDECORATED
    FLAG_BORDERLESS_WINDOWED_MODE = 0x00008000, // Set to run program in borderless windowed mode
    FLAG_MSAA_4X_HINT = 0x00000020,             // Set to try enabling MSAA 4X
    FLAG_INTERLACED_HINT = 0x00010000           // Set to try enabling interlaced video format (for V3D)
} ConfigFlags;

// Trace log level
// NOTE: Organized by priority level
typedef enum
{
    LOG_ALL = 0, // Display all logs
    LOG_TRACE,   // Trace logging, intended for internal use only
    LOG_DEBUG,   // Debug logging, used for internal debugging, it should be disabled on release builds
    LOG_INFO,    // Info logging, used for program execution info
    LOG_WARNING, // Warning logging, used on recoverable failures
    LOG_ERROR,   // Error logging, used on unrecoverable failures
    LOG_FATAL,   // Fatal logging, used to abort program: exit(EXIT_FAILURE)
    LOG_NONE     // Disable logging
} TraceLogLevel;

// Keyboard keys (US keyboard layout)
// NOTE: Use GetKeyPressed() to allow redefining
// required keys for alternative layouts
typedef enum
{
    KEY_NULL = 0, // Key: NULL, used for no key pressed
    // Alphanumeric keys
    KEY_APOSTROPHE = 39,    // Key: '
    KEY_COMMA = 44,         // Key: ,
    KEY_MINUS = 45,         // Key: -
    KEY_PERIOD = 46,        // Key: .
    KEY_SLASH = 47,         // Key: /
    KEY_ZERO = 48,          // Key: 0
    KEY_ONE = 49,           // Key: 1
    KEY_TWO = 50,           // Key: 2
    KEY_THREE = 51,         // Key: 3
    KEY_FOUR = 52,          // Key: 4
    KEY_FIVE = 53,          // Key: 5
    KEY_SIX = 54,           // Key: 6
    KEY_SEVEN = 55,         // Key: 7
    KEY_EIGHT = 56,         // Key: 8
    KEY_NINE = 57,          // Key: 9
    KEY_SEMICOLON = 59,     // Key: ;
    KEY_EQUAL = 61,         // Key: =
    KEY_A = 65,             // Key: A | a
    KEY_B = 66,             // Key: B | b
    KEY_C = 67,             // Key: C | c
    KEY_D = 68,             // Key: D | d
    KEY_E = 69,             // Key: E | e
    KEY_F = 70,             // Key: F | f
    KEY_G = 71,             // Key: G | g
    KEY_H = 72,             // Key: H | h
    KEY_I = 73,             // Key: I | i
    KEY_J = 74,             // Key: J | j
    KEY_K = 75,             // Key: K | k
    KEY_L = 76,             // Key: L | l
    KEY_M = 77,             // Key: M | m
    KEY_N = 78,             // Key: N | n
    KEY_O = 79,             // Key: O | o
    KEY_P = 80,             // Key: P | p
    KEY_Q = 81,             // Key: Q | q
    KEY_R = 82,             // Key: R | r
    KEY_S = 83,             // Key: S | s
    KEY_T = 84,             // Key: T | t
    KEY_U = 85,             // Key: U | u
    KEY_V = 86,             // Key: V | v
    KEY_W = 87,             // Key: W | w
    KEY_X = 88,             // Key: X | x
    KEY_Y = 89,             // Key: Y | y
    KEY_Z = 90,             // Key: Z | z
    KEY_LEFT_BRACKET = 91,  // Key: [
    KEY_BACKSLASH = 92,     // Key: '\'
    KEY_RIGHT_BRACKET = 93, // Key: ]
    KEY_GRAVE = 96,         // Key: `
    // Function keys
    KEY_SPACE = 32,          // Key: Space
    KEY_ESCAPE = 256,        // Key: Esc
    KEY_ENTER = 257,         // Key: Enter
    KEY_TAB = 258,           // Key: Tab
    KEY_BACKSPACE = 259,     // Key: Backspace
    KEY_INSERT = 260,        // Key: Ins
    KEY_DELETE = 261,        // Key: Del
    KEY_RIGHT = 262,         // Key: Cursor right
    KEY_LEFT = 263,          // Key: Cursor left
    KEY_DOWN = 264,          // Key: Cursor down
    KEY_UP = 265,            // Key: Cursor up
    KEY_PAGE_UP = 266,       // Key: Page up
    KEY_PAGE_DOWN = 267,     // Key: Page down
    KEY_HOME = 268,          // Key: Home
    KEY_END = 269,           // Key: End
    KEY_CAPS_LOCK = 280,     // Key: Caps lock
    KEY_SCROLL_LOCK = 281,   // Key: Scroll down
    KEY_NUM_LOCK = 282,      // Key: Num lock
    KEY_PRINT_SCREEN = 283,  // Key: Print screen
    KEY_PAUSE = 284,         // Key: Pause
    KEY_F1 = 290,            // Key: F1
    KEY_F2 = 291,            // Key: F2
    KEY_F3 = 292,            // Key: F3
    KEY_F4 = 293,            // Key: F4
    KEY_F5 = 294,            // Key: F5
    KEY_F6 = 295,            // Key: F6
    KEY_F7 = 296,            // Key: F7
    KEY_F8 = 297,            // Key: F8
    KEY_F9 = 298,            // Key: F9
    KEY_F10 = 299,           // Key: F10
    KEY_F11 = 300,           // Key: F11
    KEY_F12 = 301,           // Key: F12
    KEY_LEFT_SHIFT = 340,    // Key: Shift left
    KEY_LEFT_CONTROL = 341,  // Key: Control left
    KEY_LEFT_ALT = 342,      // Key: Alt left
    KEY_LEFT_SUPER = 343,    // Key: Super left
    KEY_RIGHT_SHIFT = 344,   // Key: Shift right
    KEY_RIGHT_CONTROL = 345, // Key: Control right
    KEY_RIGHT_ALT = 346,     // Key: Alt right
    KEY_RIGHT_SUPER = 347,   // Key: Super right
    KEY_KB_MENU = 348,       // Key: KB menu
    // Keypad keys
    KEY_KP_0 = 320,        // Key: Keypad 0
    KEY_KP_1 = 321,        // Key: Keypad 1
    KEY_KP_2 = 322,        // Key: Keypad 2
    KEY_KP_3 = 323,        // Key: Keypad 3
    KEY_KP_4 = 324,        // Key: Keypad 4
    KEY_KP_5 = 325,        // Key: Keypad 5
    KEY_KP_6 = 326,        // Key: Keypad 6
    KEY_KP_7 = 327,        // Key: Keypad 7
    KEY_KP_8 = 328,        // Key: Keypad 8
    KEY_KP_9 = 329,        // Key: Keypad 9
    KEY_KP_DECIMAL = 330,  // Key: Keypad .
    KEY_KP_DIVIDE = 331,   // Key: Keypad /
    KEY_KP_MULTIPLY = 332, // Key: Keypad *
    KEY_KP_SUBTRACT = 333, // Key: Keypad -
    KEY_KP_ADD = 334,      // Key: Keypad +
    KEY_KP_ENTER = 335,    // Key: Keypad Enter
    KEY_KP_EQUAL = 336,    // Key: Keypad =
    // Android key buttons
    KEY_BACK = 4,        // Key: Android back button
    KEY_MENU = 5,        // Key: Android menu button
    KEY_VOLUME_UP = 24,  // Key: Android volume up button
    KEY_VOLUME_DOWN = 25 // Key: Android volume down button
} KeyboardKey;

// Add backwards compatibility support for deprecated names
#define MOUSE_LEFT_BUTTON MOUSE_BUTTON_LEFT
#define MOUSE_RIGHT_BUTTON MOUSE_BUTTON_RIGHT
#define MOUSE_MIDDLE_BUTTON MOUSE_BUTTON_MIDDLE

// Mouse buttons
typedef enum
{
    MOUSE_BUTTON_LEFT = 0,    // Mouse button left
    MOUSE_BUTTON_RIGHT = 1,   // Mouse button right
    MOUSE_BUTTON_MIDDLE = 2,  // Mouse button middle (pressed wheel)
    MOUSE_BUTTON_SIDE = 3,    // Mouse button side (advanced mouse device)
    MOUSE_BUTTON_EXTRA = 4,   // Mouse button extra (advanced mouse device)
    MOUSE_BUTTON_FORWARD = 5, // Mouse button forward (advanced mouse device)
    MOUSE_BUTTON_BACK = 6,    // Mouse button back (advanced mouse device)
} MouseButton;

// Mouse cursor
typedef enum
{
    MOUSE_CURSOR_DEFAULT = 0,       // Default pointer shape
    MOUSE_CURSOR_ARROW = 1,         // Arrow shape
    MOUSE_CURSOR_IBEAM = 2,         // Text writing cursor shape
    MOUSE_CURSOR_CROSSHAIR = 3,     // Cross shape
    MOUSE_CURSOR_POINTING_HAND = 4, // Pointing hand cursor
    MOUSE_CURSOR_RESIZE_EW = 5,     // Horizontal resize/move arrow shape
    MOUSE_CURSOR_RESIZE_NS = 6,     // Vertical resize/move arrow shape
    MOUSE_CURSOR_RESIZE_NWSE = 7,   // Top-left to bottom-right diagonal resize/move arrow shape
    MOUSE_CURSOR_RESIZE_NESW = 8,   // The top-right to bottom-left diagonal resize/move arrow shape
    MOUSE_CURSOR_RESIZE_ALL = 9,    // The omnidirectional resize/move cursor shape
    MOUSE_CURSOR_NOT_ALLOWED = 10   // The operation-not-allowed shape
} MouseCursor;

// Gamepad buttons
typedef enum
{
    GAMEPAD_BUTTON_UNKNOWN = 0,      // Unknown button, just for error checking
    GAMEPAD_BUTTON_LEFT_FACE_UP,     // Gamepad left DPAD up button
    GAMEPAD_BUTTON_LEFT_FACE_RIGHT,  // Gamepad left DPAD right button
    GAMEPAD_BUTTON_LEFT_FACE_DOWN,   // Gamepad left DPAD down button
    GAMEPAD_BUTTON_LEFT_FACE_LEFT,   // Gamepad left DPAD left button
    GAMEPAD_BUTTON_RIGHT_FACE_UP,    // Gamepad right button up (i.e. PS3: Triangle, Xbox: Y)
    GAMEPAD_BUTTON_RIGHT_FACE_RIGHT, // Gamepad right button right (i.e. PS3: Circle, Xbox: B)
    GAMEPAD_BUTTON_RIGHT_FACE_DOWN,  // Gamepad right button down (i.e. PS3: Cross, Xbox: A)
    GAMEPAD_BUTTON_RIGHT_FACE_LEFT,  // Gamepad right button left (i.e. PS3: Square, Xbox: X)
    GAMEPAD_BUTTON_LEFT_TRIGGER_1,   // Gamepad top/back trigger left (first), it could be a trailing button
    GAMEPAD_BUTTON_LEFT_TRIGGER_2,   // Gamepad top/back trigger left (second), it could be a trailing button
    GAMEPAD_BUTTON_RIGHT_TRIGGER_1,  // Gamepad top/back trigger right (first), it could be a trailing button
    GAMEPAD_BUTTON_RIGHT_TRIGGER_2,  // Gamepad top/back trigger right (second), it could be a trailing button
    GAMEPAD_BUTTON_MIDDLE_LEFT,      // Gamepad center buttons, left one (i.e. PS3: Select)
    GAMEPAD_BUTTON_MIDDLE,           // Gamepad center buttons, middle one (i.e. PS3: PS, Xbox: XBOX)
    GAMEPAD_BUTTON_MIDDLE_RIGHT,     // Gamepad center buttons, right one (i.e. PS3: Start)
    GAMEPAD_BUTTON_LEFT_THUMB,       // Gamepad joystick pressed button left
    GAMEPAD_BUTTON_RIGHT_THUMB       // Gamepad joystick pressed button right
} GamepadButton;

// Gamepad axes
typedef enum
{
    GAMEPAD_AXIS_LEFT_X = 0,       // Gamepad left stick X axis
    GAMEPAD_AXIS_LEFT_Y = 1,       // Gamepad left stick Y axis
    GAMEPAD_AXIS_RIGHT_X = 2,      // Gamepad right stick X axis
    GAMEPAD_AXIS_RIGHT_Y = 3,      // Gamepad right stick Y axis
    GAMEPAD_AXIS_LEFT_TRIGGER = 4, // Gamepad back trigger left, pressure level: [1..-1]
    GAMEPAD_AXIS_RIGHT_TRIGGER = 5 // Gamepad back trigger right, pressure level: [1..-1]
} GamepadAxis;

// Material map index
typedef enum
{
    MATERIAL_MAP_ALBEDO = 0, // Albedo material (same as: MATERIAL_MAP_DIFFUSE)
    MATERIAL_MAP_METALNESS,  // Metalness material (same as: MATERIAL_MAP_SPECULAR)
    MATERIAL_MAP_NORMAL,     // Normal material
    MATERIAL_MAP_ROUGHNESS,  // Roughness material
    MATERIAL_MAP_OCCLUSION,  // Ambient occlusion material
    MATERIAL_MAP_EMISSION,   // Emission material
    MATERIAL_MAP_HEIGHT,     // Heightmap material
    MATERIAL_MAP_CUBEMAP,    // Cubemap material (NOTE: Uses GL_TEXTURE_CUBE_MAP)
    MATERIAL_MAP_IRRADIANCE, // Irradiance material (NOTE: Uses GL_TEXTURE_CUBE_MAP)
    MATERIAL_MAP_PREFILTER,  // Prefilter material (NOTE: Uses GL_TEXTURE_CUBE_MAP)
    MATERIAL_MAP_BRDF        // Brdf material
} MaterialMapIndex;

#define MATERIAL_MAP_DIFFUSE MATERIAL_MAP_ALBEDO
#define MATERIAL_MAP_SPECULAR MATERIAL_MAP_METALNESS

// Shader location index
typedef enum
{
    SHADER_LOC_VERTEX_POSITION = 0, // Shader location: vertex attribute: position
    SHADER_LOC_VERTEX_TEXCOORD01,   // Shader location: vertex attribute: texcoord01
    SHADER_LOC_VERTEX_TEXCOORD02,   // Shader location: vertex attribute: texcoord02
    SHADER_LOC_VERTEX_NORMAL,       // Shader location: vertex attribute: normal
    SHADER_LOC_VERTEX_TANGENT,      // Shader location: vertex attribute: tangent
    SHADER_LOC_VERTEX_COLOR,        // Shader location: vertex attribute: color
    SHADER_LOC_MATRIX_MVP,          // Shader location: matrix uniform: model-view-projection
    SHADER_LOC_MATRIX_VIEW,         // Shader location: matrix uniform: view (camera transform)
    SHADER_LOC_MATRIX_PROJECTION,   // Shader location: matrix uniform: projection
    SHADER_LOC_MATRIX_MODEL,        // Shader location: matrix uniform: model (transform)
    SHADER_LOC_MATRIX_NORMAL,       // Shader location: matrix uniform: normal
    SHADER_LOC_VECTOR_VIEW,         // Shader location: vector uniform: view
    SHADER_LOC_COLOR_DIFFUSE,       // Shader location: vector uniform: diffuse color
    SHADER_LOC_COLOR_SPECULAR,      // Shader location: vector uniform: specular color
    SHADER_LOC_COLOR_AMBIENT,       // Shader location: vector uniform: ambient color
    SHADER_LOC_MAP_ALBEDO,          // Shader location: sampler2d texture: albedo (same as: SHADER_LOC_MAP_DIFFUSE)
    SHADER_LOC_MAP_METALNESS,       // Shader location: sampler2d texture: metalness (same as: SHADER_LOC_MAP_SPECULAR)
    SHADER_LOC_MAP_NORMAL,          // Shader location: sampler2d texture: normal
    SHADER_LOC_MAP_ROUGHNESS,       // Shader location: sampler2d texture: roughness
    SHADER_LOC_MAP_OCCLUSION,       // Shader location: sampler2d texture: occlusion
    SHADER_LOC_MAP_EMISSION,        // Shader location: sampler2d texture: emission
    SHADER_LOC_MAP_HEIGHT,          // Shader location: sampler2d texture: height
    SHADER_LOC_MAP_CUBEMAP,         // Shader location: samplerCube texture: cubemap
    SHADER_LOC_MAP_IRRADIANCE,      // Shader location: samplerCube texture: irradiance
    SHADER_LOC_MAP_PREFILTER,       // Shader location: samplerCube texture: prefilter
    SHADER_LOC_MAP_BRDF,            // Shader location: sampler2d texture: brdf
    SHADER_LOC_VERTEX_BONEIDS,      // Shader location: vertex attribute: boneIds
    SHADER_LOC_VERTEX_BONEWEIGHTS,  // Shader location: vertex attribute: boneWeights
    SHADER_LOC_BONE_MATRICES,       // Shader location: array of matrices uniform: boneMatrices
    SHADER_LOC_VERTEX_INSTANCE_TX   // Shader location: vertex attribute: instanceTransform
} ShaderLocationIndex;

#define SHADER_LOC_MAP_DIFFUSE SHADER_LOC_MAP_ALBEDO
#define SHADER_LOC_MAP_SPECULAR SHADER_LOC_MAP_METALNESS

// Shader uniform data type
typedef enum
{
    SHADER_UNIFORM_FLOAT = 0, // Shader uniform type: float
    SHADER_UNIFORM_VEC2,      // Shader uniform type: vec2 (2 float)
    SHADER_UNIFORM_VEC3,      // Shader uniform type: vec3 (3 float)
    SHADER_UNIFORM_VEC4,      // Shader uniform type: vec4 (4 float)
    SHADER_UNIFORM_INT,       // Shader uniform type: int
    SHADER_UNIFORM_IVEC2,     // Shader uniform type: ivec2 (2 int)
    SHADER_UNIFORM_IVEC3,     // Shader uniform type: ivec3 (3 int)
    SHADER_UNIFORM_IVEC4,     // Shader uniform type: ivec4 (4 int)
    SHADER_UNIFORM_UINT,      // Shader uniform type: unsigned int
    SHADER_UNIFORM_UIVEC2,    // Shader uniform type: uivec2 (2 unsigned int)
    SHADER_UNIFORM_UIVEC3,    // Shader uniform type: uivec3 (3 unsigned int)
    SHADER_UNIFORM_UIVEC4,    // Shader uniform type: uivec4 (4 unsigned int)
    SHADER_UNIFORM_SAMPLER2D  // Shader uniform type: sampler2d
} ShaderUniformDataType;

// Shader attribute data types
typedef enum
{
    SHADER_ATTRIB_FLOAT = 0, // Shader attribute type: float
    SHADER_ATTRIB_VEC2,      // Shader attribute type: vec2 (2 float)
    SHADER_ATTRIB_VEC3,      // Shader attribute type: vec3 (3 float)
    SHADER_ATTRIB_VEC4       // Shader attribute type: vec4 (4 float)
} ShaderAttributeDataType;

// Pixel formats
// NOTE: Support depends on OpenGL version and platform
typedef enum
{
    PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha)
    PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA,    // 8*2 bpp (2 channels)
    PIXELFORMAT_UNCOMPRESSED_R5G6B5,        // 16 bpp
    PIXELFORMAT_UNCOMPRESSED_R8G8B8,        // 24 bpp
    PIXELFORMAT_UNCOMPRESSED_R5G5B5A1,      // 16 bpp (1 bit alpha)
    PIXELFORMAT_UNCOMPRESSED_R4G4B4A4,      // 16 bpp (4 bit alpha)
    PIXELFORMAT_UNCOMPRESSED_R8G8B8A8,      // 32 bpp
    PIXELFORMAT_UNCOMPRESSED_R32,           // 32 bpp (1 channel - float)
    PIXELFORMAT_UNCOMPRESSED_R32G32B32,     // 32*3 bpp (3 channels - float)
    PIXELFORMAT_UNCOMPRESSED_R32G32B32A32,  // 32*4 bpp (4 channels - float)
    PIXELFORMAT_UNCOMPRESSED_R16,           // 16 bpp (1 channel - half float)
    PIXELFORMAT_UNCOMPRESSED_R16G16B16,     // 16*3 bpp (3 channels - half float)
    PIXELFORMAT_UNCOMPRESSED_R16G16B16A16,  // 16*4 bpp (4 channels - half float)
    PIXELFORMAT_COMPRESSED_DXT1_RGB,        // 4 bpp (no alpha)
    PIXELFORMAT_COMPRESSED_DXT1_RGBA,       // 4 bpp (1 bit alpha)
    PIXELFORMAT_COMPRESSED_DXT3_RGBA,       // 8 bpp
    PIXELFORMAT_COMPRESSED_DXT5_RGBA,       // 8 bpp
    PIXELFORMAT_COMPRESSED_ETC1_RGB,        // 4 bpp
    PIXELFORMAT_COMPRESSED_ETC2_RGB,        // 4 bpp
    PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA,   // 8 bpp
    PIXELFORMAT_COMPRESSED_PVRT_RGB,        // 4 bpp
    PIXELFORMAT_COMPRESSED_PVRT_RGBA,       // 4 bpp
    PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA,   // 8 bpp
    PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA    // 2 bpp
} PixelFormat;

// Texture parameters: filter mode
// NOTE 1: Filtering considers mipmaps if available in the texture
// NOTE 2: Filter is accordingly set for minification and magnification
typedef enum
{
    TEXTURE_FILTER_POINT = 0,       // No filter, just pixel approximation
    TEXTURE_FILTER_BILINEAR,        // Linear filtering
    TEXTURE_FILTER_TRILINEAR,       // Trilinear filtering (linear with mipmaps)
    TEXTURE_FILTER_ANISOTROPIC_4X,  // Anisotropic filtering 4x
    TEXTURE_FILTER_ANISOTROPIC_8X,  // Anisotropic filtering 8x
    TEXTURE_FILTER_ANISOTROPIC_16X, // Anisotropic filtering 16x
} TextureFilter;

// Texture parameters: wrap mode
typedef enum
{
    TEXTURE_WRAP_REPEAT = 0,    // Repeats texture in tiled mode
    TEXTURE_WRAP_CLAMP,         // Clamps texture to edge pixel in tiled mode
    TEXTURE_WRAP_MIRROR_REPEAT, // Mirrors and repeats the texture in tiled mode
    TEXTURE_WRAP_MIRROR_CLAMP   // Mirrors and clamps to border the texture in tiled mode
} TextureWrap;

// Cubemap layouts
typedef enum
{
    CUBEMAP_LAYOUT_AUTO_DETECT = 0,     // Automatically detect layout type
    CUBEMAP_LAYOUT_LINE_VERTICAL,       // Layout is defined by a vertical line with faces
    CUBEMAP_LAYOUT_LINE_HORIZONTAL,     // Layout is defined by a horizontal line with faces
    CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR, // Layout is defined by a 3x4 cross with cubemap faces
    CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE  // Layout is defined by a 4x3 cross with cubemap faces
} CubemapLayout;

// Font type, defines generation method
typedef enum
{
    FONT_DEFAULT = 0, // Default font generation, anti-aliased
    FONT_BITMAP,      // Bitmap font generation, no anti-aliasing
    FONT_SDF          // SDF font generation, requires external shader
} FontType;

// Color blending modes (pre-defined)
typedef enum
{
    BLEND_ALPHA = 0,         // Blend textures considering alpha (default)
    BLEND_ADDITIVE,          // Blend textures adding colors
    BLEND_MULTIPLIED,        // Blend textures multiplying colors
    BLEND_ADD_COLORS,        // Blend textures adding colors (alternative)
    BLEND_SUBTRACT_COLORS,   // Blend textures subtracting colors (alternative)
    BLEND_ALPHA_PREMULTIPLY, // Blend premultiplied textures considering alpha
    BLEND_CUSTOM,            // Blend textures using custom src/dst factors (use rlSetBlendFactors())
    BLEND_CUSTOM_SEPARATE    // Blend textures using custom rgb/alpha separate src/dst factors (use rlSetBlendFactorsSeparate())
} BlendMode;

// Gesture
// NOTE: Provided as bit-wise flags to enable only desired gestures
typedef enum
{
    GESTURE_NONE = 0,         // No gesture
    GESTURE_TAP = 1,          // Tap gesture
    GESTURE_DOUBLETAP = 2,    // Double tap gesture
    GESTURE_HOLD = 4,         // Hold gesture
    GESTURE_DRAG = 8,         // Drag gesture
    GESTURE_SWIPE_RIGHT = 16, // Swipe right gesture
    GESTURE_SWIPE_LEFT = 32,  // Swipe left gesture
    GESTURE_SWIPE_UP = 64,    // Swipe up gesture
    GESTURE_SWIPE_DOWN = 128, // Swipe down gesture
    GESTURE_PINCH_IN = 256,   // Pinch in gesture
    GESTURE_PINCH_OUT = 512   // Pinch out gesture
} Gesture;

// Camera system modes
typedef enum
{
    CAMERA_CUSTOM = 0,   // Camera custom, controlled by user (UpdateCamera() does nothing)
    CAMERA_FREE,         // Camera free mode
    CAMERA_ORBITAL,      // Camera orbital, around target, zoom supported
    CAMERA_FIRST_PERSON, // Camera first person
    CAMERA_THIRD_PERSON  // Camera third person
} CameraMode;

// Camera projection
typedef enum
{
    CAMERA_PERSPECTIVE = 0, // Perspective projection
    CAMERA_ORTHOGRAPHIC     // Orthographic projection
} CameraProjection;

// N-patch layout
typedef enum
{
    NPATCH_NINE_PATCH = 0,        // Npatch layout: 3x3 tiles
    NPATCH_THREE_PATCH_VERTICAL,  // Npatch layout: 1x3 tiles
    NPATCH_THREE_PATCH_HORIZONTAL // Npatch layout: 3x1 tiles
} NPatchLayout;

// Callbacks to hook some internal functions
// WARNING: These callbacks are intended for advanced users
typedef void (*TraceLogCallback)(int logLevel, const char *text, va_list args);       // Logging: Redirect trace log messages
typedef unsigned char *(*LoadFileDataCallback)(const char *fileName, int *dataSize);  // FileIO: Load binary data
typedef bool (*SaveFileDataCallback)(const char *fileName, void *data, int dataSize); // FileIO: Save binary data
typedef char *(*LoadFileTextCallback)(const char *fileName);                          // FileIO: Load text data
typedef bool (*SaveFileTextCallback)(const char *fileName, const char *text);         // FileIO: Save text data

//------------------------------------------------------------------------------------
// Global Variables Definition
//------------------------------------------------------------------------------------
// It's lonely here...

//------------------------------------------------------------------------------------
// Window and Graphics Device Functions (Module: core)
//------------------------------------------------------------------------------------

#if defined(__cplusplus)
extern "C"
{ // Prevents name mangling of functions
#endif

    // Window-related functions
    RLAPI void InitWindow(int width, int height, const char *title); // Initialize window and OpenGL context
    RLAPI void CloseWindow(void);                                    // Close window and unload OpenGL context
    RLAPI bool WindowShouldClose(void);                              // Check if application should close (KEY_ESCAPE pressed or windows close icon clicked)
    RLAPI bool IsWindowReady(void);                                  // Check if window has been initialized successfully
    RLAPI bool IsWindowFullscreen(void);                             // Check if window is currently fullscreen
    RLAPI bool IsWindowHidden(void);                                 // Check if window is currently hidden
    RLAPI bool IsWindowMinimized(void);                              // Check if window is currently minimized
    RLAPI bool IsWindowMaximized(void);                              // Check if window is currently maximized
    RLAPI bool IsWindowFocused(void);                                // Check if window is currently focused
    RLAPI bool IsWindowResized(void);                                // Check if window has been resized last frame
    RLAPI bool IsWindowState(unsigned int flag);                     // Check if one specific window flag is enabled
    RLAPI void SetWindowState(unsigned int flags);                   // Set window configuration state using flags
    RLAPI void ClearWindowState(unsigned int flags);                 // Clear window configuration state flags
    RLAPI void ToggleFullscreen(void);                               // Toggle window state: fullscreen/windowed, resizes monitor to match window resolution
    RLAPI void ToggleBorderlessWindowed(void);                       // Toggle window state: borderless windowed, resizes window to match monitor resolution
    RLAPI void MaximizeWindow(void);                                 // Set window state: maximized, if resizable
    RLAPI void MinimizeWindow(void);                                 // Set window state: minimized, if resizable
    RLAPI void RestoreWindow(void);                                  // Restore window from being minimized/maximized
    RLAPI void SetWindowIcon(Image image);                           // Set icon for window (single image, RGBA 32bit)
    RLAPI void SetWindowIcons(Image *images, int count);             // Set icon for window (multiple images, RGBA 32bit)
    RLAPI void SetWindowTitle(const char *title);                    // Set title for window
    RLAPI void SetWindowPosition(int x, int y);                      // Set window position on screen
    RLAPI void SetWindowMonitor(int monitor);                        // Set monitor for the current window
    RLAPI void SetWindowMinSize(int width, int height);              // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)
    RLAPI void SetWindowMaxSize(int width, int height);              // Set window maximum dimensions (for FLAG_WINDOW_RESIZABLE)
    RLAPI void SetWindowSize(int width, int height);                 // Set window dimensions
    RLAPI void SetWindowOpacity(float opacity);                      // Set window opacity [0.0f..1.0f]
    RLAPI void SetWindowFocused(void);                               // Set window focused
    RLAPI void *GetWindowHandle(void);                               // Get native window handle
    RLAPI int GetScreenWidth(void);                                  // Get current screen width
    RLAPI int GetScreenHeight(void);                                 // Get current screen height
    RLAPI int GetRenderWidth(void);                                  // Get current render width (it considers HiDPI)
    RLAPI int GetRenderHeight(void);                                 // Get current render height (it considers HiDPI)
    RLAPI int GetMonitorCount(void);                                 // Get number of connected monitors
    RLAPI int GetCurrentMonitor(void);                               // Get current monitor where window is placed
    RLAPI Vector2 GetMonitorPosition(int monitor);                   // Get specified monitor position
    RLAPI int GetMonitorWidth(int monitor);                          // Get specified monitor width (current video mode used by monitor)
    RLAPI int GetMonitorHeight(int monitor);                         // Get specified monitor height (current video mode used by monitor)
    RLAPI int GetMonitorPhysicalWidth(int monitor);                  // Get specified monitor physical width in millimetres
    RLAPI int GetMonitorPhysicalHeight(int monitor);                 // Get specified monitor physical height in millimetres
    RLAPI int GetMonitorRefreshRate(int monitor);                    // Get specified monitor refresh rate
    RLAPI Vector2 GetWindowPosition(void);                           // Get window position XY on monitor
    RLAPI Vector2 GetWindowScaleDPI(void);                           // Get window scale DPI factor
    RLAPI const char *GetMonitorName(int monitor);                   // Get the human-readable, UTF-8 encoded name of the specified monitor
    RLAPI void SetClipboardText(const char *text);                   // Set clipboard text content
    RLAPI const char *GetClipboardText(void);                        // Get clipboard text content
    RLAPI Image GetClipboardImage(void);                             // Get clipboard image content
    RLAPI void EnableEventWaiting(void);                             // Enable waiting for events on EndDrawing(), no automatic event polling
    RLAPI void DisableEventWaiting(void);                            // Disable waiting for events on EndDrawing(), automatic events polling

    // Cursor-related functions
    RLAPI void ShowCursor(void);       // Shows cursor
    RLAPI void HideCursor(void);       // Hides cursor
    RLAPI bool IsCursorHidden(void);   // Check if cursor is not visible
    RLAPI void EnableCursor(void);     // Enables cursor (unlock cursor)
    RLAPI void DisableCursor(void);    // Disables cursor (lock cursor)
    RLAPI bool IsCursorOnScreen(void); // Check if cursor is on the screen

    // Drawing-related functions
    RLAPI void ClearBackground(Color color);                          // Set background color (framebuffer clear color)
    RLAPI void BeginDrawing(void);                                    // Setup canvas (framebuffer) to start drawing
    RLAPI void EndDrawing(void);                                      // End canvas drawing and swap buffers (double buffering)
    RLAPI void BeginMode2D(Camera2D camera);                          // Begin 2D mode with custom camera (2D)
    RLAPI void EndMode2D(void);                                       // Ends 2D mode with custom camera
    RLAPI void BeginMode3D(Camera3D camera);                          // Begin 3D mode with custom camera (3D)
    RLAPI void EndMode3D(void);                                       // Ends 3D mode and returns to default 2D orthographic mode
    RLAPI void BeginTextureMode(RenderTexture2D target);              // Begin drawing to render texture
    RLAPI void EndTextureMode(void);                                  // Ends drawing to render texture
    RLAPI void BeginShaderMode(Shader shader);                        // Begin custom shader drawing
    RLAPI void EndShaderMode(void);                                   // End custom shader drawing (use default shader)
    RLAPI void BeginBlendMode(int mode);                              // Begin blending mode (alpha, additive, multiplied, subtract, custom)
    RLAPI void EndBlendMode(void);                                    // End blending mode (reset to default: alpha blending)
    RLAPI void BeginScissorMode(int x, int y, int width, int height); // Begin scissor mode (define screen area for following drawing)
    RLAPI void EndScissorMode(void);                                  // End scissor mode
    RLAPI void BeginVrStereoMode(VrStereoConfig config);              // Begin stereo rendering (requires VR simulator)
    RLAPI void EndVrStereoMode(void);                                 // End stereo rendering (requires VR simulator)

    // VR stereo config functions for VR simulator
    RLAPI VrStereoConfig LoadVrStereoConfig(VrDeviceInfo device); // Load VR stereo config for VR simulator device parameters
    RLAPI void UnloadVrStereoConfig(VrStereoConfig config);       // Unload VR stereo config

    // Shader management functions
    // NOTE: Shader functionality is not available on OpenGL 1.1
    RLAPI Shader LoadShader(const char *vsFileName, const char *fsFileName);                                // Load shader from files and bind default locations
    RLAPI Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode);                              // Load shader from code strings and bind default locations
    RLAPI bool IsShaderValid(Shader shader);                                                                // Check if a shader is valid (loaded on GPU)
    RLAPI int GetShaderLocation(Shader shader, const char *uniformName);                                    // Get shader uniform location
    RLAPI int GetShaderLocationAttrib(Shader shader, const char *attribName);                               // Get shader attribute location
    RLAPI void SetShaderValue(Shader shader, int locIndex, const void *value, int uniformType);             // Set shader uniform value
    RLAPI void SetShaderValueV(Shader shader, int locIndex, const void *value, int uniformType, int count); // Set shader uniform value vector
    RLAPI void SetShaderValueMatrix(Shader shader, int locIndex, Matrix mat);                               // Set shader uniform value (matrix 4x4)
    RLAPI void SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture);                       // Set shader uniform value and bind the texture (sampler2d)
    RLAPI void UnloadShader(Shader shader);                                                                 // Unload shader from GPU memory (VRAM)

// Screen-space-related functions
#define GetMouseRay GetScreenToWorldRay                                                       // Compatibility hack for previous raylib versions
    RLAPI Ray GetScreenToWorldRay(Vector2 position, Camera camera);                           // Get a ray trace from screen position (i.e mouse)
    RLAPI Ray GetScreenToWorldRayEx(Vector2 position, Camera camera, int width, int height);  // Get a ray trace from screen position (i.e mouse) in a viewport
    RLAPI Vector2 GetWorldToScreen(Vector3 position, Camera camera);                          // Get the screen space position for a 3d world space position
    RLAPI Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int height); // Get size position for a 3d world space position
    RLAPI Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera);                      // Get the screen space position for a 2d camera world space position
    RLAPI Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera);                      // Get the world space position for a 2d camera screen space position
    RLAPI Matrix GetCameraMatrix(Camera camera);                                              // Get camera transform matrix (view matrix)
    RLAPI Matrix GetCameraMatrix2D(Camera2D camera);                                          // Get camera 2d transform matrix

    // Timing-related functions
    RLAPI void SetTargetFPS(int fps); // Set target FPS (maximum)
    RLAPI float GetFrameTime(void);   // Get time in seconds for last frame drawn (delta time)
    RLAPI double GetTime(void);       // Get elapsed time in seconds since InitWindow()
    RLAPI int GetFPS(void);           // Get current FPS

    // Custom frame control functions
    // NOTE: Those functions are intended for advanced users that want full control over the frame processing
    // By default EndDrawing() does this job: draws everything + SwapScreenBuffer() + manage frame timing + PollInputEvents()
    // To avoid that behaviour and control frame processes manually, enable in config.h: SUPPORT_CUSTOM_FRAME_CONTROL
    RLAPI void SwapScreenBuffer(void);   // Swap back buffer with front buffer (screen drawing)
    RLAPI void PollInputEvents(void);    // Register all input events
    RLAPI void WaitTime(double seconds); // Wait for some time (halt program execution)

    // Random values generation functions
    RLAPI void SetRandomSeed(unsigned int seed);                         // Set the seed for the random number generator
    RLAPI int GetRandomValue(int min, int max);                          // Get a random value between min and max (both included)
    RLAPI int *LoadRandomSequence(unsigned int count, int min, int max); // Load random values sequence, no values repeated
    RLAPI void UnloadRandomSequence(int *sequence);                      // Unload random values sequence

    // Misc. functions
    RLAPI void TakeScreenshot(const char *fileName); // Takes a screenshot of current screen (filename extension defines format)
    RLAPI void SetConfigFlags(unsigned int flags);   // Setup init configuration flags (view FLAGS)
    RLAPI void OpenURL(const char *url);             // Open URL with default system browser (if available)

    // NOTE: Following functions implemented in module [utils]
    //------------------------------------------------------------------
    RLAPI void TraceLog(int logLevel, const char *text, ...); // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR...)
    RLAPI void SetTraceLogLevel(int logLevel);                // Set the current threshold (minimum) log level
    RLAPI void *MemAlloc(unsigned int size);                  // Internal memory allocator
    RLAPI void *MemRealloc(void *ptr, unsigned int size);     // Internal memory reallocator
    RLAPI void MemFree(void *ptr);                            // Internal memory free

    // Set custom callbacks
    // WARNING: Callbacks setup is intended for advanced users
    RLAPI void SetTraceLogCallback(TraceLogCallback callback);         // Set custom trace log
    RLAPI void SetLoadFileDataCallback(LoadFileDataCallback callback); // Set custom file binary data loader
    RLAPI void SetSaveFileDataCallback(SaveFileDataCallback callback); // Set custom file binary data saver
    RLAPI void SetLoadFileTextCallback(LoadFileTextCallback callback); // Set custom file text data loader
    RLAPI void SetSaveFileTextCallback(SaveFileTextCallback callback); // Set custom file text data saver

    // Files management functions
    RLAPI unsigned char *LoadFileData(const char *fileName, int *dataSize);                     // Load file data as byte array (read)
    RLAPI void UnloadFileData(unsigned char *data);                                             // Unload file data allocated by LoadFileData()
    RLAPI bool SaveFileData(const char *fileName, void *data, int dataSize);                    // Save data to file from byte array (write), returns true on success
    RLAPI bool ExportDataAsCode(const unsigned char *data, int dataSize, const char *fileName); // Export data to code (.h), returns true on success
    RLAPI char *LoadFileText(const char *fileName);                                             // Load text data from file (read), returns a '\0' terminated string
    RLAPI void UnloadFileText(char *text);                                                      // Unload file text data allocated by LoadFileText()
    RLAPI bool SaveFileText(const char *fileName, const char *text);                            // Save text data to file (write), string must be '\0' terminated, returns true on success
    //------------------------------------------------------------------

    // File system functions
    RLAPI bool FileExists(const char *fileName);                                                         // Check if file exists
    RLAPI bool DirectoryExists(const char *dirPath);                                                     // Check if a directory path exists
    RLAPI bool IsFileExtension(const char *fileName, const char *ext);                                   // Check file extension (recommended include point: .png, .wav)
    RLAPI int GetFileLength(const char *fileName);                                                       // Get file length in bytes (NOTE: GetFileSize() conflicts with windows.h)
    RLAPI const char *GetFileExtension(const char *fileName);                                            // Get pointer to extension for a filename string (includes dot: '.png')
    RLAPI const char *GetFileName(const char *filePath);                                                 // Get pointer to filename for a path string
    RLAPI const char *GetFileNameWithoutExt(const char *filePath);                                       // Get filename string without extension (uses static string)
    RLAPI const char *GetDirectoryPath(const char *filePath);                                            // Get full path for a given fileName with path (uses static string)
    RLAPI const char *GetPrevDirectoryPath(const char *dirPath);                                         // Get previous directory path for a given path (uses static string)
    RLAPI const char *GetWorkingDirectory(void);                                                         // Get current working directory (uses static string)
    RLAPI const char *GetApplicationDirectory(void);                                                     // Get the directory of the running application (uses static string)
    RLAPI int MakeDirectory(const char *dirPath);                                                        // Create directories (including full path requested), returns 0 on success
    RLAPI bool ChangeDirectory(const char *dir);                                                         // Change working directory, return true on success
    RLAPI bool IsPathFile(const char *path);                                                             // Check if a given path is a file or a directory
    RLAPI bool IsFileNameValid(const char *fileName);                                                    // Check if fileName is valid for the platform/OS
    RLAPI FilePathList LoadDirectoryFiles(const char *dirPath);                                          // Load directory filepaths
    RLAPI FilePathList LoadDirectoryFilesEx(const char *basePath, const char *filter, bool scanSubdirs); // Load directory filepaths with extension filtering and recursive directory scan. Use 'DIR' in the filter string to include directories in the result
    RLAPI void UnloadDirectoryFiles(FilePathList files);                                                 // Unload filepaths
    RLAPI bool IsFileDropped(void);                                                                      // Check if a file has been dropped into window
    RLAPI FilePathList LoadDroppedFiles(void);                                                           // Load dropped filepaths
    RLAPI void UnloadDroppedFiles(FilePathList files);                                                   // Unload dropped filepaths
    RLAPI long GetFileModTime(const char *fileName);                                                     // Get file modification time (last write time)

    // Compression/Encoding functionality
    RLAPI unsigned char *CompressData(const unsigned char *data, int dataSize, int *compDataSize);       // Compress data (DEFLATE algorithm), memory must be MemFree()
    RLAPI unsigned char *DecompressData(const unsigned char *compData, int compDataSize, int *dataSize); // Decompress data (DEFLATE algorithm), memory must be MemFree()
    RLAPI char *EncodeDataBase64(const unsigned char *data, int dataSize, int *outputSize);              // Encode data to Base64 string (includes NULL terminator), memory must be MemFree()
    RLAPI unsigned char *DecodeDataBase64(const char *text, int *outputSize);                            // Decode Base64 string (expected NULL terminated), memory must be MemFree()
    RLAPI unsigned int ComputeCRC32(unsigned char *data, int dataSize);                                  // Compute CRC32 hash code
    RLAPI unsigned int *ComputeMD5(unsigned char *data, int dataSize);                                   // Compute MD5 hash code, returns static int[4] (16 bytes)
    RLAPI unsigned int *ComputeSHA1(unsigned char *data, int dataSize);                                  // Compute SHA1 hash code, returns static int[5] (20 bytes)

    // Automation events functionality
    RLAPI AutomationEventList LoadAutomationEventList(const char *fileName);              // Load automation events list from file, NULL for empty list, capacity = MAX_AUTOMATION_EVENTS
    RLAPI void UnloadAutomationEventList(AutomationEventList list);                       // Unload automation events list from file
    RLAPI bool ExportAutomationEventList(AutomationEventList list, const char *fileName); // Export automation events list as text file
    RLAPI void SetAutomationEventList(AutomationEventList *list);                         // Set automation event list to record to
    RLAPI void SetAutomationEventBaseFrame(int frame);                                    // Set automation event internal base frame to start recording
    RLAPI void StartAutomationEventRecording(void);                                       // Start recording automation events (AutomationEventList must be set)
    RLAPI void StopAutomationEventRecording(void);                                        // Stop recording automation events
    RLAPI void PlayAutomationEvent(AutomationEvent event);                                // Play a recorded automation event

    //------------------------------------------------------------------------------------
    // Input Handling Functions (Module: core)
    //------------------------------------------------------------------------------------

    // Input-related functions: keyboard
    RLAPI bool IsKeyPressed(int key);       // Check if a key has been pressed once
    RLAPI bool IsKeyPressedRepeat(int key); // Check if a key has been pressed again
    RLAPI bool IsKeyDown(int key);          // Check if a key is being pressed
    RLAPI bool IsKeyReleased(int key);      // Check if a key has been released once
    RLAPI bool IsKeyUp(int key);            // Check if a key is NOT being pressed
    RLAPI int GetKeyPressed(void);          // Get key pressed (keycode), call it multiple times for keys queued, returns 0 when the queue is empty
    RLAPI int GetCharPressed(void);         // Get char pressed (unicode), call it multiple times for chars queued, returns 0 when the queue is empty
    RLAPI const char *GetKeyName(int key);  // Get name of a QWERTY key on the current keyboard layout (eg returns string 'q' for KEY_A on an AZERTY keyboard)
    RLAPI void SetExitKey(int key);         // Set a custom key to exit program (default is ESC)

    // Input-related functions: gamepads
    RLAPI bool IsGamepadAvailable(int gamepad);                                                     // Check if a gamepad is available
    RLAPI const char *GetGamepadName(int gamepad);                                                  // Get gamepad internal name id
    RLAPI bool IsGamepadButtonPressed(int gamepad, int button);                                     // Check if a gamepad button has been pressed once
    RLAPI bool IsGamepadButtonDown(int gamepad, int button);                                        // Check if a gamepad button is being pressed
    RLAPI bool IsGamepadButtonReleased(int gamepad, int button);                                    // Check if a gamepad button has been released once
    RLAPI bool IsGamepadButtonUp(int gamepad, int button);                                          // Check if a gamepad button is NOT being pressed
    RLAPI int GetGamepadButtonPressed(void);                                                        // Get the last gamepad button pressed
    RLAPI int GetGamepadAxisCount(int gamepad);                                                     // Get axis count for a gamepad
    RLAPI float GetGamepadAxisMovement(int gamepad, int axis);                                      // Get movement value for a gamepad axis
    RLAPI int SetGamepadMappings(const char *mappings);                                             // Set internal gamepad mappings (SDL_GameControllerDB)
    RLAPI void SetGamepadVibration(int gamepad, float leftMotor, float rightMotor, float duration); // Set gamepad vibration for both motors (duration in seconds)

    // Input-related functions: mouse
    RLAPI bool IsMouseButtonPressed(int button);          // Check if a mouse button has been pressed once
    RLAPI bool IsMouseButtonDown(int button);             // Check if a mouse button is being pressed
    RLAPI bool IsMouseButtonReleased(int button);         // Check if a mouse button has been released once
    RLAPI bool IsMouseButtonUp(int button);               // Check if a mouse button is NOT being pressed
    RLAPI int GetMouseX(void);                            // Get mouse position X
    RLAPI int GetMouseY(void);                            // Get mouse position Y
    RLAPI Vector2 GetMousePosition(void);                 // Get mouse position XY
    RLAPI Vector2 GetMouseDelta(void);                    // Get mouse delta between frames
    RLAPI void SetMousePosition(int x, int y);            // Set mouse position XY
    RLAPI void SetMouseOffset(int offsetX, int offsetY);  // Set mouse offset
    RLAPI void SetMouseScale(float scaleX, float scaleY); // Set mouse scaling
    RLAPI float GetMouseWheelMove(void);                  // Get mouse wheel movement for X or Y, whichever is larger
    RLAPI Vector2 GetMouseWheelMoveV(void);               // Get mouse wheel movement for both X and Y
    RLAPI void SetMouseCursor(int cursor);                // Set mouse cursor

    // Input-related functions: touch
    RLAPI int GetTouchX(void);                 // Get touch position X for touch point 0 (relative to screen size)
    RLAPI int GetTouchY(void);                 // Get touch position Y for touch point 0 (relative to screen size)
    RLAPI Vector2 GetTouchPosition(int index); // Get touch position XY for a touch point index (relative to screen size)
    RLAPI int GetTouchPointId(int index);      // Get touch point identifier for given index
    RLAPI int GetTouchPointCount(void);        // Get number of touch points

    //------------------------------------------------------------------------------------
    // Gestures and Touch Handling Functions (Module: rgestures)
    //------------------------------------------------------------------------------------
    RLAPI void SetGesturesEnabled(unsigned int flags);  // Enable a set of gestures using flags
    RLAPI bool IsGestureDetected(unsigned int gesture); // Check if a gesture have been detected
    RLAPI int GetGestureDetected(void);                 // Get latest detected gesture
    RLAPI float GetGestureHoldDuration(void);           // Get gesture hold time in seconds
    RLAPI Vector2 GetGestureDragVector(void);           // Get gesture drag vector
    RLAPI float GetGestureDragAngle(void);              // Get gesture drag angle
    RLAPI Vector2 GetGesturePinchVector(void);          // Get gesture pinch delta
    RLAPI float GetGesturePinchAngle(void);             // Get gesture pinch angle

    //------------------------------------------------------------------------------------
    // Camera System Functions (Module: rcamera)
    //------------------------------------------------------------------------------------
    RLAPI void UpdateCamera(Camera *camera, int mode);                                          // Update camera position for selected mode
    RLAPI void UpdateCameraPro(Camera *camera, Vector3 movement, Vector3 rotation, float zoom); // Update camera movement/rotation

    //------------------------------------------------------------------------------------
    // Basic Shapes Drawing Functions (Module: shapes)
    //------------------------------------------------------------------------------------
    // Set texture and rectangle to be used on shapes drawing
    // NOTE: It can be useful when using basic shapes and one single font,
    // defining a font char white rectangle would allow drawing everything in a single draw call
    RLAPI void SetShapesTexture(Texture2D texture, Rectangle source); // Set texture and rectangle to be used on shapes drawing
    RLAPI Texture2D GetShapesTexture(void);                           // Get texture that is used for shapes drawing
    RLAPI Rectangle GetShapesTextureRectangle(void);                  // Get texture source rectangle that is used for shapes drawing

    // Basic shapes drawing functions
    RLAPI void DrawPixel(int posX, int posY, Color color);                                                                                       // Draw a pixel using geometry [Can be slow, use with care]
    RLAPI void DrawPixelV(Vector2 position, Color color);                                                                                        // Draw a pixel using geometry (Vector version) [Can be slow, use with care]
    RLAPI void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color);                                                    // Draw a line
    RLAPI void DrawLineV(Vector2 startPos, Vector2 endPos, Color color);                                                                         // Draw a line (using gl lines)
    RLAPI void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color);                                                           // Draw a line (using triangles/quads)
    RLAPI void DrawLineStrip(const Vector2 *points, int pointCount, Color color);                                                                // Draw lines sequence (using gl lines)
    RLAPI void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color);                                                       // Draw line segment cubic-bezier in-out interpolation
    RLAPI void DrawCircle(int centerX, int centerY, float radius, Color color);                                                                  // Draw a color-filled circle
    RLAPI void DrawCircleSector(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color);                      // Draw a piece of a circle
    RLAPI void DrawCircleSectorLines(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color);                 // Draw circle sector outline
    RLAPI void DrawCircleGradient(int centerX, int centerY, float radius, Color inner, Color outer);                                             // Draw a gradient-filled circle
    RLAPI void DrawCircleV(Vector2 center, float radius, Color color);                                                                           // Draw a color-filled circle (Vector version)
    RLAPI void DrawCircleLines(int centerX, int centerY, float radius, Color color);                                                             // Draw circle outline
    RLAPI void DrawCircleLinesV(Vector2 center, float radius, Color color);                                                                      // Draw circle outline (Vector version)
    RLAPI void DrawEllipse(int centerX, int centerY, float radiusH, float radiusV, Color color);                                                 // Draw ellipse
    RLAPI void DrawEllipseV(Vector2 center, float radiusH, float radiusV, Color color);                                                          // Draw ellipse (Vector version)
    RLAPI void DrawEllipseLines(int centerX, int centerY, float radiusH, float radiusV, Color color);                                            // Draw ellipse outline
    RLAPI void DrawEllipseLinesV(Vector2 center, float radiusH, float radiusV, Color color);                                                     // Draw ellipse outline (Vector version)
    RLAPI void DrawRing(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color);      // Draw ring
    RLAPI void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring outline
    RLAPI void DrawRectangle(int posX, int posY, int width, int height, Color color);                                                            // Draw a color-filled rectangle
    RLAPI void DrawRectangleV(Vector2 position, Vector2 size, Color color);                                                                      // Draw a color-filled rectangle (Vector version)
    RLAPI void DrawRectangleRec(Rectangle rec, Color color);                                                                                     // Draw a color-filled rectangle
    RLAPI void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color);                                                     // Draw a color-filled rectangle with pro parameters
    RLAPI void DrawRectangleGradientV(int posX, int posY, int width, int height, Color top, Color bottom);                                       // Draw a vertical-gradient-filled rectangle
    RLAPI void DrawRectangleGradientH(int posX, int posY, int width, int height, Color left, Color right);                                       // Draw a horizontal-gradient-filled rectangle
    RLAPI void DrawRectangleGradientEx(Rectangle rec, Color topLeft, Color bottomLeft, Color bottomRight, Color topRight);                       // Draw a gradient-filled rectangle with custom vertex colors
    RLAPI void DrawRectangleLines(int posX, int posY, int width, int height, Color color);                                                       // Draw rectangle outline
    RLAPI void DrawRectangleLinesEx(Rectangle rec, float lineThick, Color color);                                                                // Draw rectangle outline with extended parameters
    RLAPI void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color color);                                                  // Draw rectangle with rounded edges
    RLAPI void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, Color color);                                             // Draw rectangle lines with rounded edges
    RLAPI void DrawRectangleRoundedLinesEx(Rectangle rec, float roundness, int segments, float lineThick, Color color);                          // Draw rectangle with rounded edges outline
    RLAPI void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color);                                                                    // Draw a color-filled triangle (vertex in counter-clockwise order!)
    RLAPI void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color);                                                               // Draw triangle outline (vertex in counter-clockwise order!)
    RLAPI void DrawTriangleFan(const Vector2 *points, int pointCount, Color color);                                                              // Draw a triangle fan defined by points (first vertex is the center)
    RLAPI void DrawTriangleStrip(const Vector2 *points, int pointCount, Color color);                                                            // Draw a triangle strip defined by points
    RLAPI void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color);                                                   // Draw a regular polygon (Vector version)
    RLAPI void DrawPolyLines(Vector2 center, int sides, float radius, float rotation, Color color);                                              // Draw a polygon outline of n sides
    RLAPI void DrawPolyLinesEx(Vector2 center, int sides, float radius, float rotation, float lineThick, Color color);                           // Draw a polygon outline of n sides with extended parameters

    // Splines drawing functions
    RLAPI void DrawSplineLinear(const Vector2 *points, int pointCount, float thick, Color color);                      // Draw spline: Linear, minimum 2 points
    RLAPI void DrawSplineBasis(const Vector2 *points, int pointCount, float thick, Color color);                       // Draw spline: B-Spline, minimum 4 points
    RLAPI void DrawSplineCatmullRom(const Vector2 *points, int pointCount, float thick, Color color);                  // Draw spline: Catmull-Rom, minimum 4 points
    RLAPI void DrawSplineBezierQuadratic(const Vector2 *points, int pointCount, float thick, Color color);             // Draw spline: Quadratic Bezier, minimum 3 points (1 control point): [p1, c2, p3, c4...]
    RLAPI void DrawSplineBezierCubic(const Vector2 *points, int pointCount, float thick, Color color);                 // Draw spline: Cubic Bezier, minimum 4 points (2 control points): [p1, c2, c3, p4, c5, c6...]
    RLAPI void DrawSplineSegmentLinear(Vector2 p1, Vector2 p2, float thick, Color color);                              // Draw spline segment: Linear, 2 points
    RLAPI void DrawSplineSegmentBasis(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color);       // Draw spline segment: B-Spline, 4 points
    RLAPI void DrawSplineSegmentCatmullRom(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color);  // Draw spline segment: Catmull-Rom, 4 points
    RLAPI void DrawSplineSegmentBezierQuadratic(Vector2 p1, Vector2 c2, Vector2 p3, float thick, Color color);         // Draw spline segment: Quadratic Bezier, 2 points, 1 control point
    RLAPI void DrawSplineSegmentBezierCubic(Vector2 p1, Vector2 c2, Vector2 c3, Vector2 p4, float thick, Color color); // Draw spline segment: Cubic Bezier, 2 points, 2 control points

    // Spline segment point evaluation functions, for a given t [0.0f .. 1.0f]
    RLAPI Vector2 GetSplinePointLinear(Vector2 startPos, Vector2 endPos, float t);                    // Get (evaluate) spline point: Linear
    RLAPI Vector2 GetSplinePointBasis(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float t);       // Get (evaluate) spline point: B-Spline
    RLAPI Vector2 GetSplinePointCatmullRom(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float t);  // Get (evaluate) spline point: Catmull-Rom
    RLAPI Vector2 GetSplinePointBezierQuad(Vector2 p1, Vector2 c2, Vector2 p3, float t);              // Get (evaluate) spline point: Quadratic Bezier
    RLAPI Vector2 GetSplinePointBezierCubic(Vector2 p1, Vector2 c2, Vector2 c3, Vector2 p4, float t); // Get (evaluate) spline point: Cubic Bezier

    // Basic shapes collision detection functions
    RLAPI bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2);                                                                   // Check collision between two rectangles
    RLAPI bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2);                                // Check collision between two circles
    RLAPI bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec);                                                 // Check collision between circle and rectangle
    RLAPI bool CheckCollisionCircleLine(Vector2 center, float radius, Vector2 p1, Vector2 p2);                                       // Check if circle collides with a line created betweeen two points [p1] and [p2]
    RLAPI bool CheckCollisionPointRec(Vector2 point, Rectangle rec);                                                                 // Check if point is inside rectangle
    RLAPI bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius);                                               // Check if point is inside circle
    RLAPI bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3);                                       // Check if point is inside a triangle
    RLAPI bool CheckCollisionPointLine(Vector2 point, Vector2 p1, Vector2 p2, int threshold);                                        // Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold]
    RLAPI bool CheckCollisionPointPoly(Vector2 point, const Vector2 *points, int pointCount);                                        // Check if point is within a polygon described by array of vertices
    RLAPI bool CheckCollisionLines(Vector2 startPos1, Vector2 endPos1, Vector2 startPos2, Vector2 endPos2, Vector2 *collisionPoint); // Check the collision between two lines defined by two points each, returns collision point by reference
    RLAPI Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2);                                                                 // Get collision rectangle for two rectangles collision

    //------------------------------------------------------------------------------------
    // Texture Loading and Drawing Functions (Module: textures)
    //------------------------------------------------------------------------------------

    // Image loading functions
    // NOTE: These functions do not require GPU access
    RLAPI Image LoadImage(const char *fileName);                                                                         // Load image from file into CPU memory (RAM)
    RLAPI Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize);                   // Load image from RAW file data
    RLAPI Image LoadImageAnim(const char *fileName, int *frames);                                                        // Load image sequence from file (frames appended to image.data)
    RLAPI Image LoadImageAnimFromMemory(const char *fileType, const unsigned char *fileData, int dataSize, int *frames); // Load image sequence from memory buffer
    RLAPI Image LoadImageFromMemory(const char *fileType, const unsigned char *fileData, int dataSize);                  // Load image from memory buffer, fileType refers to extension: i.e. '.png'
    RLAPI Image LoadImageFromTexture(Texture2D texture);                                                                 // Load image from GPU texture data
    RLAPI Image LoadImageFromScreen(void);                                                                               // Load image from screen buffer and (screenshot)
    RLAPI bool IsImageValid(Image image);                                                                                // Check if an image is valid (data and parameters)
    RLAPI void UnloadImage(Image image);                                                                                 // Unload image from CPU memory (RAM)
    RLAPI bool ExportImage(Image image, const char *fileName);                                                           // Export image data to file, returns true on success
    RLAPI unsigned char *ExportImageToMemory(Image image, const char *fileType, int *fileSize);                          // Export image to memory buffer
    RLAPI bool ExportImageAsCode(Image image, const char *fileName);                                                     // Export image as code file defining an array of bytes, returns true on success

    // Image generation functions
    RLAPI Image GenImageColor(int width, int height, Color color);                                        // Generate image: plain color
    RLAPI Image GenImageGradientLinear(int width, int height, int direction, Color start, Color end);     // Generate image: linear gradient, direction in degrees [0..360], 0=Vertical gradient
    RLAPI Image GenImageGradientRadial(int width, int height, float density, Color inner, Color outer);   // Generate image: radial gradient
    RLAPI Image GenImageGradientSquare(int width, int height, float density, Color inner, Color outer);   // Generate image: square gradient
    RLAPI Image GenImageChecked(int width, int height, int checksX, int checksY, Color col1, Color col2); // Generate image: checked
    RLAPI Image GenImageWhiteNoise(int width, int height, float factor);                                  // Generate image: white noise
    RLAPI Image GenImagePerlinNoise(int width, int height, int offsetX, int offsetY, float scale);        // Generate image: perlin noise
    RLAPI Image GenImageCellular(int width, int height, int tileSize);                                    // Generate image: cellular algorithm, bigger tileSize means bigger cells
    RLAPI Image GenImageText(int width, int height, const char *text);                                    // Generate image: grayscale image from text data

    // Image manipulation functions
    RLAPI Image ImageCopy(Image image);                                                                            // Create an image duplicate (useful for transformations)
    RLAPI Image ImageFromImage(Image image, Rectangle rec);                                                        // Create an image from another image piece
    RLAPI Image ImageFromChannel(Image image, int selectedChannel);                                                // Create an image from a selected channel of another image (GRAYSCALE)
    RLAPI Image ImageText(const char *text, int fontSize, Color color);                                            // Create an image from text (default font)
    RLAPI Image ImageTextEx(Font font, const char *text, float fontSize, float spacing, Color tint);               // Create an image from text (custom sprite font)
    RLAPI void ImageFormat(Image *image, int newFormat);                                                           // Convert image data to desired format
    RLAPI void ImageToPOT(Image *image, Color fill);                                                               // Convert image to POT (power-of-two)
    RLAPI void ImageCrop(Image *image, Rectangle crop);                                                            // Crop an image to a defined rectangle
    RLAPI void ImageAlphaCrop(Image *image, float threshold);                                                      // Crop image depending on alpha value
    RLAPI void ImageAlphaClear(Image *image, Color color, float threshold);                                        // Clear alpha channel to desired color
    RLAPI void ImageAlphaMask(Image *image, Image alphaMask);                                                      // Apply alpha mask to image
    RLAPI void ImageAlphaPremultiply(Image *image);                                                                // Premultiply alpha channel
    RLAPI void ImageBlurGaussian(Image *image, int blurSize);                                                      // Apply Gaussian blur using a box blur approximation
    RLAPI void ImageKernelConvolution(Image *image, const float *kernel, int kernelSize);                          // Apply custom square convolution kernel to image
    RLAPI void ImageResize(Image *image, int newWidth, int newHeight);                                             // Resize image (Bicubic scaling algorithm)
    RLAPI void ImageResizeNN(Image *image, int newWidth, int newHeight);                                           // Resize image (Nearest-Neighbor scaling algorithm)
    RLAPI void ImageResizeCanvas(Image *image, int newWidth, int newHeight, int offsetX, int offsetY, Color fill); // Resize canvas and fill with color
    RLAPI void ImageMipmaps(Image *image);                                                                         // Compute all mipmap levels for a provided image
    RLAPI void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp);                                  // Dither image data to 16bpp or lower (Floyd-Steinberg dithering)
    RLAPI void ImageFlipVertical(Image *image);                                                                    // Flip image vertically
    RLAPI void ImageFlipHorizontal(Image *image);                                                                  // Flip image horizontally
    RLAPI void ImageRotate(Image *image, int degrees);                                                             // Rotate image by input angle in degrees (-359 to 359)
    RLAPI void ImageRotateCW(Image *image);                                                                        // Rotate image clockwise 90deg
    RLAPI void ImageRotateCCW(Image *image);                                                                       // Rotate image counter-clockwise 90deg
    RLAPI void ImageColorTint(Image *image, Color color);                                                          // Modify image color: tint
    RLAPI void ImageColorInvert(Image *image);                                                                     // Modify image color: invert
    RLAPI void ImageColorGrayscale(Image *image);                                                                  // Modify image color: grayscale
    RLAPI void ImageColorContrast(Image *image, float contrast);                                                   // Modify image color: contrast (-100 to 100)
    RLAPI void ImageColorBrightness(Image *image, int brightness);                                                 // Modify image color: brightness (-255 to 255)
    RLAPI void ImageColorReplace(Image *image, Color color, Color replace);                                        // Modify image color: replace color
    RLAPI Color *LoadImageColors(Image image);                                                                     // Load color data from image as a Color array (RGBA - 32bit)
    RLAPI Color *LoadImagePalette(Image image, int maxPaletteSize, int *colorCount);                               // Load colors palette from image as a Color array (RGBA - 32bit)
    RLAPI void UnloadImageColors(Color *colors);                                                                   // Unload color data loaded with LoadImageColors()
    RLAPI void UnloadImagePalette(Color *colors);                                                                  // Unload colors palette loaded with LoadImagePalette()
    RLAPI Rectangle GetImageAlphaBorder(Image image, float threshold);                                             // Get image alpha border rectangle
    RLAPI Color GetImageColor(Image image, int x, int y);                                                          // Get image pixel color at (x, y) position

    // Image drawing functions
    // NOTE: Image software-rendering functions (CPU)
    RLAPI void ImageClearBackground(Image *dst, Color color);                                                                         // Clear image background with given color
    RLAPI void ImageDrawPixel(Image *dst, int posX, int posY, Color color);                                                           // Draw pixel within an image
    RLAPI void ImageDrawPixelV(Image *dst, Vector2 position, Color color);                                                            // Draw pixel within an image (Vector version)
    RLAPI void ImageDrawLine(Image *dst, int startPosX, int startPosY, int endPosX, int endPosY, Color color);                        // Draw line within an image
    RLAPI void ImageDrawLineV(Image *dst, Vector2 start, Vector2 end, Color color);                                                   // Draw line within an image (Vector version)
    RLAPI void ImageDrawLineEx(Image *dst, Vector2 start, Vector2 end, int thick, Color color);                                       // Draw a line defining thickness within an image
    RLAPI void ImageDrawCircle(Image *dst, int centerX, int centerY, int radius, Color color);                                        // Draw a filled circle within an image
    RLAPI void ImageDrawCircleV(Image *dst, Vector2 center, int radius, Color color);                                                 // Draw a filled circle within an image (Vector version)
    RLAPI void ImageDrawCircleLines(Image *dst, int centerX, int centerY, int radius, Color color);                                   // Draw circle outline within an image
    RLAPI void ImageDrawCircleLinesV(Image *dst, Vector2 center, int radius, Color color);                                            // Draw circle outline within an image (Vector version)
    RLAPI void ImageDrawRectangle(Image *dst, int posX, int posY, int width, int height, Color color);                                // Draw rectangle within an image
    RLAPI void ImageDrawRectangleV(Image *dst, Vector2 position, Vector2 size, Color color);                                          // Draw rectangle within an image (Vector version)
    RLAPI void ImageDrawRectangleRec(Image *dst, Rectangle rec, Color color);                                                         // Draw rectangle within an image
    RLAPI void ImageDrawRectangleLines(Image *dst, Rectangle rec, int thick, Color color);                                            // Draw rectangle lines within an image
    RLAPI void ImageDrawTriangle(Image *dst, Vector2 v1, Vector2 v2, Vector2 v3, Color color);                                        // Draw triangle within an image
    RLAPI void ImageDrawTriangleEx(Image *dst, Vector2 v1, Vector2 v2, Vector2 v3, Color c1, Color c2, Color c3);                     // Draw triangle with interpolated colors within an image
    RLAPI void ImageDrawTriangleLines(Image *dst, Vector2 v1, Vector2 v2, Vector2 v3, Color color);                                   // Draw triangle outline within an image
    RLAPI void ImageDrawTriangleFan(Image *dst, const Vector2 *points, int pointCount, Color color);                                  // Draw a triangle fan defined by points within an image (first vertex is the center)
    RLAPI void ImageDrawTriangleStrip(Image *dst, const Vector2 *points, int pointCount, Color color);                                // Draw a triangle strip defined by points within an image
    RLAPI void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec, Color tint);                                      // Draw a source image within a destination image (tint applied to source)
    RLAPI void ImageDrawText(Image *dst, const char *text, int posX, int posY, int fontSize, Color color);                            // Draw text (using default font) within an image (destination)
    RLAPI void ImageDrawTextEx(Image *dst, Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text (custom sprite font) within an image (destination)

    // Texture loading functions
    // NOTE: These functions require GPU access
    RLAPI Texture2D LoadTexture(const char *fileName);                                 // Load texture from file into GPU memory (VRAM)
    RLAPI Texture2D LoadTextureFromImage(Image image);                                 // Load texture from image data
    RLAPI TextureCubemap LoadTextureCubemap(Image image, int layout);                  // Load cubemap from image, multiple image cubemap layouts supported
    RLAPI RenderTexture2D LoadRenderTexture(int width, int height);                    // Load texture for rendering (framebuffer)
    RLAPI bool IsTextureValid(Texture2D texture);                                      // Check if a texture is valid (loaded in GPU)
    RLAPI void UnloadTexture(Texture2D texture);                                       // Unload texture from GPU memory (VRAM)
    RLAPI bool IsRenderTextureValid(RenderTexture2D target);                           // Check if a render texture is valid (loaded in GPU)
    RLAPI void UnloadRenderTexture(RenderTexture2D target);                            // Unload render texture from GPU memory (VRAM)
    RLAPI void UpdateTexture(Texture2D texture, const void *pixels);                   // Update GPU texture with new data (pixels should be able to fill texture)
    RLAPI void UpdateTextureRec(Texture2D texture, Rectangle rec, const void *pixels); // Update GPU texture rectangle with new data (pixels and rec should fit in texture)

    // Texture configuration functions
    RLAPI void GenTextureMipmaps(Texture2D *texture);           // Generate GPU mipmaps for a texture
    RLAPI void SetTextureFilter(Texture2D texture, int filter); // Set texture scaling filter mode
    RLAPI void SetTextureWrap(Texture2D texture, int wrap);     // Set texture wrapping mode

    // Texture drawing functions
    RLAPI void DrawTexture(Texture2D texture, int posX, int posY, Color tint);                                                          // Draw a Texture2D
    RLAPI void DrawTextureV(Texture2D texture, Vector2 position, Color tint);                                                           // Draw a Texture2D with position defined as Vector2
    RLAPI void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint);                             // Draw a Texture2D with extended parameters
    RLAPI void DrawTextureRec(Texture2D texture, Rectangle source, Vector2 position, Color tint);                                       // Draw a part of a texture defined by a rectangle
    RLAPI void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, Color tint);         // Draw a part of a texture defined by a rectangle with 'pro' parameters
    RLAPI void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draws a texture (or part of it) that stretches or shrinks nicely

    // Color/pixel related functions
    RLAPI bool ColorIsEqual(Color col1, Color col2);                    // Check if two colors are equal
    RLAPI Color Fade(Color color, float alpha);                         // Get color with alpha applied, alpha goes from 0.0f to 1.0f
    RLAPI int ColorToInt(Color color);                                  // Get hexadecimal value for a Color (0xRRGGBBAA)
    RLAPI Vector4 ColorNormalize(Color color);                          // Get Color normalized as float [0..1]
    RLAPI Color ColorFromNormalized(Vector4 normalized);                // Get Color from normalized values [0..1]
    RLAPI Vector3 ColorToHSV(Color color);                              // Get HSV values for a Color, hue [0..360], saturation/value [0..1]
    RLAPI Color ColorFromHSV(float hue, float saturation, float value); // Get a Color from HSV values, hue [0..360], saturation/value [0..1]
    RLAPI Color ColorTint(Color color, Color tint);                     // Get color multiplied with another color
    RLAPI Color ColorBrightness(Color color, float factor);             // Get color with brightness correction, brightness factor goes from -1.0f to 1.0f
    RLAPI Color ColorContrast(Color color, float contrast);             // Get color with contrast correction, contrast values between -1.0f and 1.0f
    RLAPI Color ColorAlpha(Color color, float alpha);                   // Get color with alpha applied, alpha goes from 0.0f to 1.0f
    RLAPI Color ColorAlphaBlend(Color dst, Color src, Color tint);      // Get src alpha-blended into dst color with tint
    RLAPI Color ColorLerp(Color color1, Color color2, float factor);    // Get color lerp interpolation between two colors, factor [0.0f..1.0f]
    RLAPI Color GetColor(unsigned int hexValue);                        // Get Color structure from hexadecimal value
    RLAPI Color GetPixelColor(void *srcPtr, int format);                // Get Color from a source pixel pointer of certain format
    RLAPI void SetPixelColor(void *dstPtr, Color color, int format);    // Set color formatted into destination pixel pointer
    RLAPI int GetPixelDataSize(int width, int height, int format);      // Get pixel data size in bytes for certain format

    //------------------------------------------------------------------------------------
    // Font Loading and Text Drawing Functions (Module: text)
    //------------------------------------------------------------------------------------

    // Font loading/unloading functions
    RLAPI Font GetFontDefault(void);                                                                                                                     // Get the default Font
    RLAPI Font LoadFont(const char *fileName);                                                                                                           // Load font from file into GPU memory (VRAM)
    RLAPI Font LoadFontEx(const char *fileName, int fontSize, int *codepoints, int codepointCount);                                                      // Load font from file with extended parameters, use NULL for codepoints and 0 for codepointCount to load the default character set, font size is provided in pixels height
    RLAPI Font LoadFontFromImage(Image image, Color key, int firstChar);                                                                                 // Load font from Image (XNA style)
    RLAPI Font LoadFontFromMemory(const char *fileType, const unsigned char *fileData, int dataSize, int fontSize, int *codepoints, int codepointCount); // Load font from memory buffer, fileType refers to extension: i.e. '.ttf'
    RLAPI bool IsFontValid(Font font);                                                                                                                   // Check if a font is valid (font data loaded, WARNING: GPU texture not checked)
    RLAPI GlyphInfo *LoadFontData(const unsigned char *fileData, int dataSize, int fontSize, int *codepoints, int codepointCount, int type);             // Load font data for further use
    RLAPI Image GenImageFontAtlas(const GlyphInfo *glyphs, Rectangle **glyphRecs, int glyphCount, int fontSize, int padding, int packMethod);            // Generate image font atlas using chars info
    RLAPI void UnloadFontData(GlyphInfo *glyphs, int glyphCount);                                                                                        // Unload font chars info data (RAM)
    RLAPI void UnloadFont(Font font);                                                                                                                    // Unload font from GPU memory (VRAM)
    RLAPI bool ExportFontAsCode(Font font, const char *fileName);                                                                                        // Export font as code file, returns true on success

    // Text drawing functions
    RLAPI void DrawFPS(int posX, int posY);                                                                                                           // Draw current FPS
    RLAPI void DrawText(const char *text, int posX, int posY, int fontSize, Color color);                                                             // Draw text (using default font)
    RLAPI void DrawTextEx(Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint);                                  // Draw text using font and additional parameters
    RLAPI void DrawTextPro(Font font, const char *text, Vector2 position, Vector2 origin, float rotation, float fontSize, float spacing, Color tint); // Draw text using Font and pro parameters (rotation)
    RLAPI void DrawTextCodepoint(Font font, int codepoint, Vector2 position, float fontSize, Color tint);                                             // Draw one character (codepoint)
    RLAPI void DrawTextCodepoints(Font font, const int *codepoints, int codepointCount, Vector2 position, float fontSize, float spacing, Color tint); // Draw multiple character (codepoint)

    // Text font info functions
    RLAPI void SetTextLineSpacing(int spacing);                                              // Set vertical line spacing when drawing with line-breaks
    RLAPI int MeasureText(const char *text, int fontSize);                                   // Measure string width for default font
    RLAPI Vector2 MeasureTextEx(Font font, const char *text, float fontSize, float spacing); // Measure string size for Font
    RLAPI int GetGlyphIndex(Font font, int codepoint);                                       // Get glyph index position in font for a codepoint (unicode character), fallback to '?' if not found
    RLAPI GlyphInfo GetGlyphInfo(Font font, int codepoint);                                  // Get glyph font info data for a codepoint (unicode character), fallback to '?' if not found
    RLAPI Rectangle GetGlyphAtlasRec(Font font, int codepoint);                              // Get glyph rectangle in font atlas for a codepoint (unicode character), fallback to '?' if not found

    // Text codepoints management functions (unicode characters)
    RLAPI char *LoadUTF8(const int *codepoints, int length);              // Load UTF-8 text encoded from codepoints array
    RLAPI void UnloadUTF8(char *text);                                    // Unload UTF-8 text encoded from codepoints array
    RLAPI int *LoadCodepoints(const char *text, int *count);              // Load all codepoints from a UTF-8 text string, codepoints count returned by parameter
    RLAPI void UnloadCodepoints(int *codepoints);                         // Unload codepoints data from memory
    RLAPI int GetCodepointCount(const char *text);                        // Get total number of codepoints in a UTF-8 encoded string
    RLAPI int GetCodepoint(const char *text, int *codepointSize);         // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
    RLAPI int GetCodepointNext(const char *text, int *codepointSize);     // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
    RLAPI int GetCodepointPrevious(const char *text, int *codepointSize); // Get previous codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
    RLAPI const char *CodepointToUTF8(int codepoint, int *utf8Size);      // Encode one codepoint into UTF-8 byte array (array length returned as parameter)

    // Text strings management functions (no UTF-8 strings, only byte chars)
    // WARNING 1: Most of these functions use internal static buffers, it's recommended to store returned data on user-side for re-use
    // WARNING 2: Some strings allocate memory internally for the returned strings, those strings must be free by user using MemFree()
    RLAPI char **LoadTextLines(const char *text, int *count);                       // Load text as separate lines ('\n')
    RLAPI void UnloadTextLines(char **text);                                        // Unload text lines
    RLAPI int TextCopy(char *dst, const char *src);                                 // Copy one string to another, returns bytes copied
    RLAPI bool TextIsEqual(const char *text1, const char *text2);                   // Check if two text string are equal
    RLAPI unsigned int TextLength(const char *text);                                // Get text length, checks for '\0' ending
    RLAPI const char *TextFormat(const char *text, ...);                            // Text formatting with variables (sprintf() style)
    RLAPI const char *TextSubtext(const char *text, int position, int length);      // Get a piece of a text string
    RLAPI char *TextReplace(const char *text, const char *replace, const char *by); // Replace text string (WARNING: memory must be freed!)
    RLAPI char *TextInsert(const char *text, const char *insert, int position);     // Insert text in a position (WARNING: memory must be freed!)
    RLAPI char *TextJoin(char **textList, int count, const char *delimiter);        // Join text strings with delimiter
    RLAPI char **TextSplit(const char *text, char delimiter, int *count);           // Split text into multiple strings, using MAX_TEXTSPLIT_COUNT static strings
    RLAPI void TextAppend(char *text, const char *append, int *position);           // Append text at specific position and move cursor!
    RLAPI int TextFindIndex(const char *text, const char *find);                    // Find first text occurrence within a string, -1 if not found
    RLAPI char *TextToUpper(const char *text);                                      // Get upper case version of provided string
    RLAPI char *TextToLower(const char *text);                                      // Get lower case version of provided string
    RLAPI char *TextToPascal(const char *text);                                     // Get Pascal case notation version of provided string
    RLAPI char *TextToSnake(const char *text);                                      // Get Snake case notation version of provided string
    RLAPI char *TextToCamel(const char *text);                                      // Get Camel case notation version of provided string
    RLAPI int TextToInteger(const char *text);                                      // Get integer value from text
    RLAPI float TextToFloat(const char *text);                                      // Get float value from text

    //------------------------------------------------------------------------------------
    // Basic 3d Shapes Drawing Functions (Module: models)
    //------------------------------------------------------------------------------------

    // Basic geometric 3D shapes drawing functions
    RLAPI void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color);                                                         // Draw a line in 3D world space
    RLAPI void DrawPoint3D(Vector3 position, Color color);                                                                        // Draw a point in 3D space, actually a small line
    RLAPI void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color);                // Draw a circle in 3D world space
    RLAPI void DrawTriangle3D(Vector3 v1, Vector3 v2, Vector3 v3, Color color);                                                   // Draw a color-filled triangle (vertex in counter-clockwise order!)
    RLAPI void DrawTriangleStrip3D(const Vector3 *points, int pointCount, Color color);                                           // Draw a triangle strip defined by points
    RLAPI void DrawCube(Vector3 position, float width, float height, float length, Color color);                                  // Draw cube
    RLAPI void DrawCubeV(Vector3 position, Vector3 size, Color color);                                                            // Draw cube (Vector version)
    RLAPI void DrawCubeWires(Vector3 position, float width, float height, float length, Color color);                             // Draw cube wires
    RLAPI void DrawCubeWiresV(Vector3 position, Vector3 size, Color color);                                                       // Draw cube wires (Vector version)
    RLAPI void DrawSphere(Vector3 centerPos, float radius, Color color);                                                          // Draw sphere
    RLAPI void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color);                                 // Draw sphere with extended parameters
    RLAPI void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color);                              // Draw sphere wires
    RLAPI void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color);        // Draw a cylinder/cone
    RLAPI void DrawCylinderEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color);      // Draw a cylinder with base at startPos and top at endPos
    RLAPI void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color);   // Draw a cylinder/cone wires
    RLAPI void DrawCylinderWiresEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color); // Draw a cylinder wires with base at startPos and top at endPos
    RLAPI void DrawCapsule(Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color);                   // Draw a capsule with the center of its sphere caps at startPos and endPos
    RLAPI void DrawCapsuleWires(Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color);              // Draw capsule wireframe with the center of its sphere caps at startPos and endPos
    RLAPI void DrawPlane(Vector3 centerPos, Vector2 size, Color color);                                                           // Draw a plane XZ
    RLAPI void DrawRay(Ray ray, Color color);                                                                                     // Draw a ray line
    RLAPI void DrawGrid(int slices, float spacing);                                                                               // Draw a grid (centered at (0, 0, 0))

    //------------------------------------------------------------------------------------
    // Model 3d Loading and Drawing Functions (Module: models)
    //------------------------------------------------------------------------------------

    // Model management functions
    RLAPI Model LoadModel(const char *fileName);        // Load model from files (meshes and materials)
    RLAPI Model LoadModelFromMesh(Mesh mesh);           // Load model from generated mesh (default material)
    RLAPI bool IsModelValid(Model model);               // Check if a model is valid (loaded in GPU, VAO/VBOs)
    RLAPI void UnloadModel(Model model);                // Unload model (including meshes) from memory (RAM and/or VRAM)
    RLAPI BoundingBox GetModelBoundingBox(Model model); // Compute model bounding box limits (considers all meshes)

    // Model drawing functions
    RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint);                                                                                            // Draw a model (with texture if set)
    RLAPI void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint);                                             // Draw a model with extended parameters
    RLAPI void DrawModelWires(Model model, Vector3 position, float scale, Color tint);                                                                                       // Draw a model wires (with texture if set)
    RLAPI void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint);                                        // Draw a model wires (with texture if set) with extended parameters
    RLAPI void DrawModelPoints(Model model, Vector3 position, float scale, Color tint);                                                                                      // Draw a model as points
    RLAPI void DrawModelPointsEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint);                                       // Draw a model as points with extended parameters
    RLAPI void DrawBoundingBox(BoundingBox box, Color color);                                                                                                                // Draw bounding box (wires)
    RLAPI void DrawBillboard(Camera camera, Texture2D texture, Vector3 position, float scale, Color tint);                                                                   // Draw a billboard texture
    RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Color tint);                                             // Draw a billboard texture defined by source
    RLAPI void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector3 up, Vector2 size, Vector2 origin, float rotation, Color tint); // Draw a billboard texture defined by source and rotation

    // Mesh management functions
    RLAPI void UploadMesh(Mesh *mesh, bool dynamic);                                                     // Upload mesh vertex data in GPU and provide VAO/VBO ids
    RLAPI void UpdateMeshBuffer(Mesh mesh, int index, const void *data, int dataSize, int offset);       // Update mesh vertex data in GPU for a specific buffer index
    RLAPI void UnloadMesh(Mesh mesh);                                                                    // Unload mesh data from CPU and GPU
    RLAPI void DrawMesh(Mesh mesh, Material material, Matrix transform);                                 // Draw a 3d mesh with material and transform
    RLAPI void DrawMeshInstanced(Mesh mesh, Material material, const Matrix *transforms, int instances); // Draw multiple mesh instances with material and different transforms
    RLAPI BoundingBox GetMeshBoundingBox(Mesh mesh);                                                     // Compute mesh bounding box limits
    RLAPI void GenMeshTangents(Mesh *mesh);                                                              // Compute mesh tangents
    RLAPI bool ExportMesh(Mesh mesh, const char *fileName);                                              // Export mesh data to file, returns true on success
    RLAPI bool ExportMeshAsCode(Mesh mesh, const char *fileName);                                        // Export mesh as code file (.h) defining multiple arrays of vertex attributes

    // Mesh generation functions
    RLAPI Mesh GenMeshPoly(int sides, float radius);                          // Generate polygonal mesh
    RLAPI Mesh GenMeshPlane(float width, float length, int resX, int resZ);   // Generate plane mesh (with subdivisions)
    RLAPI Mesh GenMeshCube(float width, float height, float length);          // Generate cuboid mesh
    RLAPI Mesh GenMeshSphere(float radius, int rings, int slices);            // Generate sphere mesh (standard sphere)
    RLAPI Mesh GenMeshHemiSphere(float radius, int rings, int slices);        // Generate half-sphere mesh (no bottom cap)
    RLAPI Mesh GenMeshCylinder(float radius, float height, int slices);       // Generate cylinder mesh
    RLAPI Mesh GenMeshCone(float radius, float height, int slices);           // Generate cone/pyramid mesh
    RLAPI Mesh GenMeshTorus(float radius, float size, int radSeg, int sides); // Generate torus mesh
    RLAPI Mesh GenMeshKnot(float radius, float size, int radSeg, int sides);  // Generate trefoil knot mesh
    RLAPI Mesh GenMeshHeightmap(Image heightmap, Vector3 size);               // Generate heightmap mesh from image data
    RLAPI Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize);             // Generate cubes-based map mesh from image data

    // Material loading/unloading functions
    RLAPI Material *LoadMaterials(const char *fileName, int *materialCount);           // Load materials from model file
    RLAPI Material LoadMaterialDefault(void);                                          // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
    RLAPI bool IsMaterialValid(Material material);                                     // Check if a material is valid (shader assigned, map textures loaded in GPU)
    RLAPI void UnloadMaterial(Material material);                                      // Unload material from GPU memory (VRAM)
    RLAPI void SetMaterialTexture(Material *material, int mapType, Texture2D texture); // Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...)
    RLAPI void SetModelMeshMaterial(Model *model, int meshId, int materialId);         // Set material for a mesh

    // Model animations loading/unloading functions
    RLAPI ModelAnimation *LoadModelAnimations(const char *fileName, int *animCount);   // Load model animations from file
    RLAPI void UpdateModelAnimation(Model model, ModelAnimation anim, int frame);      // Update model animation pose (CPU)
    RLAPI void UpdateModelAnimationBones(Model model, ModelAnimation anim, int frame); // Update model animation mesh bone matrices (GPU skinning)
    RLAPI void UnloadModelAnimation(ModelAnimation anim);                              // Unload animation data
    RLAPI void UnloadModelAnimations(ModelAnimation *animations, int animCount);       // Unload animation array data
    RLAPI bool IsModelAnimationValid(Model model, ModelAnimation anim);                // Check model animation skeleton match

    // Collision detection functions
    RLAPI bool CheckCollisionSpheres(Vector3 center1, float radius1, Vector3 center2, float radius2); // Check collision between two spheres
    RLAPI bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2);                               // Check collision between two bounding boxes
    RLAPI bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius);                // Check collision between box and sphere
    RLAPI RayCollision GetRayCollisionSphere(Ray ray, Vector3 center, float radius);                  // Get collision info between ray and sphere
    RLAPI RayCollision GetRayCollisionBox(Ray ray, BoundingBox box);                                  // Get collision info between ray and box
    RLAPI RayCollision GetRayCollisionMesh(Ray ray, Mesh mesh, Matrix transform);                     // Get collision info between ray and mesh
    RLAPI RayCollision GetRayCollisionTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3);          // Get collision info between ray and triangle
    RLAPI RayCollision GetRayCollisionQuad(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4);  // Get collision info between ray and quad

    //------------------------------------------------------------------------------------
    // Audio Loading and Playing Functions (Module: audio)
    //------------------------------------------------------------------------------------
    typedef void (*AudioCallback)(void *bufferData, unsigned int frames);

    // Audio device management functions
    RLAPI void InitAudioDevice(void);         // Initialize audio device and context
    RLAPI void CloseAudioDevice(void);        // Close the audio device and context
    RLAPI bool IsAudioDeviceReady(void);      // Check if audio device has been initialized successfully
    RLAPI void SetMasterVolume(float volume); // Set master volume (listener)
    RLAPI float GetMasterVolume(void);        // Get master volume (listener)

    // Wave/Sound loading/unloading functions
    RLAPI Wave LoadWave(const char *fileName);                                                        // Load wave data from file
    RLAPI Wave LoadWaveFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load wave from memory buffer, fileType refers to extension: i.e. '.wav'
    RLAPI bool IsWaveValid(Wave wave);                                                                // Checks if wave data is valid (data loaded and parameters)
    RLAPI Sound LoadSound(const char *fileName);                                                      // Load sound from file
    RLAPI Sound LoadSoundFromWave(Wave wave);                                                         // Load sound from wave data
    RLAPI Sound LoadSoundAlias(Sound source);                                                         // Create a new sound that shares the same sample data as the source sound, does not own the sound data
    RLAPI bool IsSoundValid(Sound sound);                                                             // Checks if a sound is valid (data loaded and buffers initialized)
    RLAPI void UpdateSound(Sound sound, const void *data, int sampleCount);                           // Update sound buffer with new data (data and frame count should fit in sound)
    RLAPI void UnloadWave(Wave wave);                                                                 // Unload wave data
    RLAPI void UnloadSound(Sound sound);                                                              // Unload sound
    RLAPI void UnloadSoundAlias(Sound alias);                                                         // Unload a sound alias (does not deallocate sample data)
    RLAPI bool ExportWave(Wave wave, const char *fileName);                                           // Export wave data to file, returns true on success
    RLAPI bool ExportWaveAsCode(Wave wave, const char *fileName);                                     // Export wave sample data to code (.h), returns true on success

    // Wave/Sound management functions
    RLAPI void PlaySound(Sound sound);                                               // Play a sound
    RLAPI void StopSound(Sound sound);                                               // Stop playing a sound
    RLAPI void PauseSound(Sound sound);                                              // Pause a sound
    RLAPI void ResumeSound(Sound sound);                                             // Resume a paused sound
    RLAPI bool IsSoundPlaying(Sound sound);                                          // Check if a sound is currently playing
    RLAPI void SetSoundVolume(Sound sound, float volume);                            // Set volume for a sound (1.0 is max level)
    RLAPI void SetSoundPitch(Sound sound, float pitch);                              // Set pitch for a sound (1.0 is base level)
    RLAPI void SetSoundPan(Sound sound, float pan);                                  // Set pan for a sound (0.5 is center)
    RLAPI Wave WaveCopy(Wave wave);                                                  // Copy a wave to a new wave
    RLAPI void WaveCrop(Wave *wave, int initFrame, int finalFrame);                  // Crop a wave to defined frames range
    RLAPI void WaveFormat(Wave *wave, int sampleRate, int sampleSize, int channels); // Convert wave data to desired format
    RLAPI float *LoadWaveSamples(Wave wave);                                         // Load samples data from wave as a 32bit float data array
    RLAPI void UnloadWaveSamples(float *samples);                                    // Unload samples data loaded with LoadWaveSamples()

    // Music management functions
    RLAPI Music LoadMusicStream(const char *fileName);                                                    // Load music stream from file
    RLAPI Music LoadMusicStreamFromMemory(const char *fileType, const unsigned char *data, int dataSize); // Load music stream from data
    RLAPI bool IsMusicValid(Music music);                                                                 // Checks if a music stream is valid (context and buffers initialized)
    RLAPI void UnloadMusicStream(Music music);                                                            // Unload music stream
    RLAPI void PlayMusicStream(Music music);                                                              // Start music playing
    RLAPI bool IsMusicStreamPlaying(Music music);                                                         // Check if music is playing
    RLAPI void UpdateMusicStream(Music music);                                                            // Updates buffers for music streaming
    RLAPI void StopMusicStream(Music music);                                                              // Stop music playing
    RLAPI void PauseMusicStream(Music music);                                                             // Pause music playing
    RLAPI void ResumeMusicStream(Music music);                                                            // Resume playing paused music
    RLAPI void SeekMusicStream(Music music, float position);                                              // Seek music to a position (in seconds)
    RLAPI void SetMusicVolume(Music music, float volume);                                                 // Set volume for music (1.0 is max level)
    RLAPI void SetMusicPitch(Music music, float pitch);                                                   // Set pitch for a music (1.0 is base level)
    RLAPI void SetMusicPan(Music music, float pan);                                                       // Set pan for a music (0.5 is center)
    RLAPI float GetMusicTimeLength(Music music);                                                          // Get music time length (in seconds)
    RLAPI float GetMusicTimePlayed(Music music);                                                          // Get current music time played (in seconds)

    // AudioStream management functions
    RLAPI AudioStream LoadAudioStream(unsigned int sampleRate, unsigned int sampleSize, unsigned int channels); // Load audio stream (to stream raw audio pcm data)
    RLAPI bool IsAudioStreamValid(AudioStream stream);                                                          // Checks if an audio stream is valid (buffers initialized)
    RLAPI void UnloadAudioStream(AudioStream stream);                                                           // Unload audio stream and free memory
    RLAPI void UpdateAudioStream(AudioStream stream, const void *data, int frameCount);                         // Update audio stream buffers with data
    RLAPI bool IsAudioStreamProcessed(AudioStream stream);                                                      // Check if any audio stream buffers requires refill
    RLAPI void PlayAudioStream(AudioStream stream);                                                             // Play audio stream
    RLAPI void PauseAudioStream(AudioStream stream);                                                            // Pause audio stream
    RLAPI void ResumeAudioStream(AudioStream stream);                                                           // Resume audio stream
    RLAPI bool IsAudioStreamPlaying(AudioStream stream);                                                        // Check if audio stream is playing
    RLAPI void StopAudioStream(AudioStream stream);                                                             // Stop audio stream
    RLAPI void SetAudioStreamVolume(AudioStream stream, float volume);                                          // Set volume for audio stream (1.0 is max level)
    RLAPI void SetAudioStreamPitch(AudioStream stream, float pitch);                                            // Set pitch for audio stream (1.0 is base level)
    RLAPI void SetAudioStreamPan(AudioStream stream, float pan);                                                // Set pan for audio stream (0.5 is centered)
    RLAPI void SetAudioStreamBufferSizeDefault(int size);                                                       // Default size for new audio streams
    RLAPI void SetAudioStreamCallback(AudioStream stream, AudioCallback callback);                              // Audio thread callback to request new data

    RLAPI void AttachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Attach audio stream processor to stream, receives frames x 2 samples as 'float' (stereo)
    RLAPI void DetachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Detach audio stream processor from stream

    RLAPI void AttachAudioMixedProcessor(AudioCallback processor); // Attach audio stream processor to the entire audio pipeline, receives frames x 2 samples as 'float' (stereo)
    RLAPI void DetachAudioMixedProcessor(AudioCallback processor); // Detach audio stream processor from the entire audio pipeline

#if defined(__cplusplus)
}
#endif

#endif // RAYLIB_H
